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Rose Bailey, David Hill, Alec Humphrey,

Chuck Wendig, Stew Wilson


Credits
Writers:
Reap the Whirlwind: Rose Bailey, David Hill, Alec Humphrey, Stew Wilson
Into the Void: Chuck Wendig
Developers:
Reap the Whirlwind: Rose Bailey and Audrey Whitman
Into the Void: Eddy Webb and Chuck Wendig
Editors: David Hill and Genevieve Podleski
Creative Director: Richard Thomas
Interior and Cover Design: Mike Chaney
Artists: Avery Butterworth, Jean Sebastien Rossbach, Mark Nelson, Pat Loboyko, Greg Boychuk, Mark
Poole, Stephen Stahlberg, Sam Araya

© 2016 White Wolf AB All rights reserved. Reproduction


without the written permission of the publisher is expressly
forbidden, except for the purposes of reviews, and for
blank character sheets, which may be reproduced for
personal use only. White Wolf, Vampire, and The World
of Darkness are registered trademarks of White Wolf
AB All rights reserved. Storytelling System, Vampire
the Requiem, Mage the Awakening, Werewolf the
Forsaken, World of Darkness, and The Danse Macabre
are trademarks of White Wolf AB
All rights reserved. All characters, names, places
and text herein are copyrighted by White Wolf AB
This book uses the supernatural for settings, characters and themes. All mystical and supernatural
elements are fiction and intended for entertainment purposes only. This book contains mature content.
Reader discretion is advised.
Check out White Wolf online at http://www.white-wolf.com

2 Vampire: the Requiem Jump Start


Vampire: The Requiem 4 Nightmare 34
Dread Presence 34
Introduction 4
Face of the Beast 34
Themes 4 Obfuscate 34
Old + New 4 Face in the Crowd 35
Piety + Blasphemy 4 Touch of Shadow 35
How to use this book 5 Protean 36
Life After Dark 6 Unmarked Grave 36
Predatory Aspect 36
Character Creation 6 Resilience 37
Disciplines 7 Vigor 38
Rules of the Night 7 Into The Void 39
The Basics 7
Introduction 39
Willpower 8
What’s Inside 39
Types of Actions 8 Treatment 40
The Passage of Time 8 A Chapter in
Characters 8 Your Chronicle 40
Attributes 8 Background and Setup 40
Skills 9 The Set-Up 41
Anchors 12 The Cast 43
Masquerade 12 Vampires of the City 47
Requiem 12 Cardinal: Thabit (The Hand of God) 47
Merits 13 Harpy: Blackmoore (The Comedian) 47
Disciplines 13 Hierophant: Daciana (The Monster) 47
Judex: Atticus (The Rational) 47
Action 13
Kogaion: Saladin (The Obsessive) 48
Conditions 14
Master of Elysium: Owen (The Ludicrous) 48
Laws of the Dead 16 Prefect: Quinn (The Madam) 48
Tricks of the Damned 16 Clan Speaker Daeva: :
Mercedes The Blasphemer 48
Feeding 17 Clan Speaker Gangrel:
Daysleep and Waking 18 Robicheaux (The Domesticated) 48
Torpor 18 Clan Speaker Nosferatu:
Fire 18 Grolsch (The Brown Recluse) 49
Clan Speaker Mekhet:
Sunlight 19 Siobhan (The Go-Getter) 49
Frenzy 19 Miscellaneous Enemies 49
Humanity 19 Cop 49
Common Actions 20 Gangbanger 50
Disciplines 28 Daeva Thug 50
Animalism 28 Special Forces/SWAT 50
Feral Whispers 28 Vampire Hunter 51
Raise the Familiar 28 Scene Flowchart 52
Auspex 29
Beast’s Hackles 29 Scenes 53
Uncanny Perception 30 Good Night, Sweet Prince 55
Celerity 31
Secrets on the Wind,
Dominate 31
Like Blood in the Water 57
Mesmerize 31
Pandora’s Box 61
Iron Edict 32
Majesty 32 Encounter Scenarios 65
Awe 32 Aftermath 69
Confidant 33

3
Vampire: The Requiem
That’s the Masquerade.
Introduction The song and the dance don’t always play well.
Vampire is a game of visceral drama and personal Devote yourself to redeeming human sinners and
horror. you may discover they’re the only creatures you
Vampire is about sex and murder, about power understand.
and wild defiance. It’s about urban squalor and the Spend your nights in a vault perfecting your
romance of the city. It’s about what’s wrong with monstrosity and you may find yourself trapped,
you -- yes, you -- and how that shapes the monster unable to flee through the masses when the hunters
you’ll become. bash down the gates.
Vampire is also about thrilling action and nail-
biting paranoia. It’s about dying young and being a
great-looking corpse. It’s about acting out in all of the Old + New
ways we imagine we would, if only we couldn’t see Established 1856. That’s what the firm’s sign says.
ourselves in the mirror. The owner was established 1856, too, even though
Vampire is a game about dead people and it should his sharp-cut suit was made tomorrow. He’s one of
make you feel alive. your guys. One of the sharks you swim with.
The Kindred are the real predators of the modern
Themes age. They’re hip to our tricks but they’ve got a hundred
years of history behind them. You’re one of them. So,
Vampire is built on contrast, taking place in a congratulations: you are the child-stealer, the plague-
World of Darkness with blinding whites and pitch bearer and the faceless corporate titan sucking the life
black. Characters try to stay in the cool, comfortable out of your own hometown.
grays, but they can’t hide all the time. And, hey, they
look good in black.
Piety + Blasphemy
Requiem + Masquerade How did you get to be what you are? Were you
What are you going to do to make it through a good girl, dragged kicking and screaming from
tonight? What about tomorrow night? And after the heaven? Or a bad boy, brought back from the grave
deeds are done and your belly’s full, how are you ’cause hell didn’t deserve you?
going to live with yourself? What are you going to Little of both, probably.
do with your damnation that makes it worth all the Somebody cheated death to bring you back, and
sins along the way? now you have to make up the debt. You can devote
That’s the Requiem. yourself to faith and good works. Play philanthropist.
Only half the question, though. Mortals are Play superhero. Or you can accept that you’re damned
dinner but they’re also what you’ve got for dates. No and get the party started. Piss on the cross. Get some
matter how callous you become, you’ll need to move head.
among them. How will you keep your connection to Little of both, probably.
Humanity, even as a sham?

4 Vampire: the Requiem Jump Start


• Life After Dark (p. 6) contains all the rules you
How to use this book need to create your own vampire and play the
Reap the Whirlwind is an introduction to included story.
Vampire: The Requiem which previews Vampire: • Into the Void (p. 39) presents an adventure that
The Requiem: The Strix Chronicle. kicks off with the unthinkable: murdering the
Vampire: The Requiem is a reimagined core Prince of your city. And then things get crazy.
rulebook for Requiem, containing a complete set of Together, these give you an exciting look into the
overhauled rules and a brand new setting. It replaces world of Vampire, a world like our own, but sexier,
the original Requiem core book and is standalone. glitzier, and much, much bloodier.
Reap the Whirlwind is divided into two parts.

Vampire: The Requiem 5


Life After Dark
Character Creation
Step One: Concept Daeva
Come up with a basic concept for your character. Hungry, passionate, seductive. The ones you die
Pick an Aspiration -- something your character hopes for.
to gain from the Prince’s death. Disciplines: Celerity, Majesty, Vigor
Gangrel
Step Two: Attributes Primal, hardy, feral. The ones you can’t kill.
Prioritize categories. They receive 5/4/3 dots, Disciplines: Animalism, Protean, Resilience
distributed among the primary, secondary, and Mekhet
tertiary categories. Quiet, cunning, knowing. The ones watching
you sleep.
Step Three: Skills Disciplines: Auspex, Celerity, Obfuscate
Prioritize categories. They receive 11/7/4 dots, Nosferatu
distributed among the primary, secondary, and tertiary Unsettling, mysterious, fearsome. The ones you
categories. fear.
Disciplines: Nightmare, Obfuscate, Vigor
Step Four: Add Kindred Traits Ventrue
Choose clan, covenant, Mask, Dirge, and Unflappable, domineering, confident. The ones
Disciplines. who win.
Set Blood Potency to 3. This enables your character Disciplines: Animalism, Dominate, Resilience
to hold up to 12 Vitae and spend up to 3 of it per turn.
Set Humanity to 5.
Covenant
Choose a covenant to which your character
Step Five: Advantages belongs. Covenants are groups of vampires who
Willpower is equal to Resolve + Composure. take a similar approach to life after death; a
Humanity is 7. Size is 5. Health is Size + Stamina + combination of political party and support group.
Resilience. Speed is Size + Strength + Dexterity. Defense The Carthian Movement applies mortal solutions to
is the lower of Dexterity and Wits, plus Athletics. immortal problems with modern and experimental
government.The Circle of the Crone venerate the
Mother of Monsters and the old ways. The Invictus
Clan safeguard the Masquerade with old world tradition,
Choose the clan to which your vampire belongs. A clan cutting edge intelligence gathering, and ruthless violence.
is an extended family of vampires, with common powers
The Lancea et Sanctum are the twisted conscience
and sometimes common personality traits. Sometimes,
of the Kindred, and keep the secret history of vampires.
ty work together. But they’re family, so… that’s not always
the case. The Ordo Dracul seek to turn vampiric Damnation
into monstrous Transcendence.

6 Vampire: the Requiem Jump Start


Disciplines • Dominate: The ability to control the mind.

Pick four dots of Disciplines. Three must be from • Majesty: The power to sway emotions.
Disciplines belonging to your character’s clan. This • Nightmare: The power to harness terror.
book covers only the first two dots of each Discipline.
• Obfuscate: Powers of invisibility and distraction.
• Animalism: The ability to communicate and
command animals. • Protean: The power to change shape.

• Auspex: Sight beyond sight. • Resilience: Immense toughness.

• Celerity: Inhuman speed. • Vigor: Impossible strength.

Rules of the Night


success to accomplish what you intended, but more
The Basics are always better. (Especially if you’re trying to hurt
When your character tries to accomplish something someone -- successes add to damage in combat.)
or avoid danger, you roll dice to determine the Any die that comes up a 10 counts as a success, but
outcome. The dice you’ll use are ten-sided, and you’ll re-roll it, potentially adding another success. In fact,
roll a pool of them based on your character’s relevant if it comes up 10 again, roll it a third time, and so on.
traits. For example, to punch someone in the face,
Many rolls will have modifiers, ranging from -5 to
you might add your Strength Attribute of 3 to your
+5, but usually within the range of -2 to +2. These
Brawl Skill of 2 and pick up five dice.
reflect circumstances that make your character’s action
When you roll the dice, each one that comes up easier or harder. You add or subtract the appropriate
8, 9, or 10 is a success. Usually, you only need one number of dice from your pool before rolling.

Life After Dark 7


If modifiers reduce your dice pool to zero, you roll character against another player or the Storyteller
a single die, called a chance die. A chance die counts rolling dice for theirs. In a contested action, victory is
as a single success if it comes up 10. Any other result achieved by rolling more successes than the opposing
is a failure, and a 1 is an automatic dramatic failure. player. Contested actions only take the turn of the
There are a few different kinds of success and player who initiated the contest.
failure: Characters can use teamwork on a single action.
Success: Your character’s action goes off as One character is the primary actor, and her player
planned. (Or almost as planned.) Achieved by having assembles her dice pool as normal. For example,
one or more dice come up greater than or equal to 8. Dexterity + Medicine to administer first aid.
Failure: Your character’s action fails. Sometimes, However, anyone assisting rolls the same pool first.
that means nothing happens, other times it means Their successes become bonus dice on the primary
complications are on the way. This occurs when none actor’s roll. Obviously, some kinds of action lend
of your dice are successes. themselves better to teamwork than others.
Exceptional Success: Your character’s action
succeeds beyond her expectations. This is achieved
when you roll five or more successes. Your character
The Passage of Time
also gains the Inspired Condition. She can take this We’ve talked about turns, periods of about three
for herself or, if appropriate to the story, give it to seconds each. The game’s tracked in turns when in
another player’s character. combat or other time-critical situations.
Dramatic Failure: Your character’s action fails The second important measure of time is the
badly... and things are probably going to get worse. scene. Scenes are an abstract measurement of time,
This is suffered under two circumstances. The first, lasting roughly long enough to take care of all of
and less common, is when you roll a 1 on a chance the action the characters want to take part in in a
die. More often, you’ll choose to turn a regular particular place.
failure into a dramatic failure. When you do that,
you get a Willpower point, which can make a big
difference down the road. (In the full game, rather Characters
than Willpower, you get points which help you
Characters are made up of a set of traits. Some of
improve your character.)
them are numbers, others are descriptors that have
an effect on other game mechanics.
Willpower • Attributes are raw potential.
Willpower represents a character’s determination • Skills are trained areas of expertise.
to carry through and see her desires fulfilled.
• Advantages cover things like how fast a
Spending a point of Willpower adds three dice to
character moves or how much Willpower she
most dice pools. Only one point of Willpower can
can bring to bear.
be spent in this way on a single action.
• Disciplines are the monstrous powers of the
dead.
Types of Actions
Most actions are instant. They take place in a relatively
small space of time. In a fight, an instant action takes
Attributes
up your turn. Attributes are a character’s innate capabilities.
An action can also be reflexive, something your They’re rated from one to five, and come in three
character barely has to think or act to do. Reflexive categories: Physical, Mental, and Social. They
actions can happen at any time, and don’t take your turn. determine the power a character can apply to a task,
Some actions are contested. These work just like the finesse with which he can perform it, and his
instant actions, except you’re rolling dice for your resistance to harm and interference by others.

8 Vampire: the Requiem Jump Start


Mental Attributes Skills can also have Specialties, which contribute
an extra die when relevant. For example, a character
• Intelligence: Your character’s ability to recall with the Drive Skill might focus on trucks, giving
information, form plans, or solve puzzles. him +1 when behind the wheel of a big rig.
• Wits: Your character’s ability to think on her feet
and improvise. Mental Skills
• Resolve: Your character’s raw determination. Mental Skills are applications of a character’s
insight, acumen and focus, such as examining a crime
scene for clues, unraveling an enigma or diagnosing
Physical Attributes an illness. If your character tries to use a Mental Skill
• Strength: How much your character can lift, she doesn’t possess, take a -3 penalty.
and how hard he hits. Academics: Academics is a broad-based Skill that
represents a character’s degree of higher education
• Dexterity: How fast your character can react
and general knowledge in the Arts and Humanities—
physically, and how deft her movements are.
everything from English to history, economics to law.
• Stamina: Your character’s ability to suffer Computer: All characters can perform basic tasks
physical stress and power through obstacles. with a computer, such as using office programs or
social networking sites. Characters possessing this
Social Attributes Skill have the necessary training or experience to
operate a computer beyond the level of a normal
• Presence: Your character’s assertiveness and user. With 1 dot, a character can program at a casual
raw appeal. level or replace hardware components in a desktop
• Manipulation: Your character’s ability to computer. At 2 dots, the character is a moderately
appeal to the desires of others and get them skilled programmer. At 3 or more, he’s qualified for
to cooperate. work on major software applications. People with this
Skill are often familiar with a variety of programming
• Composure: Your character’s poise, and languages and operating systems.
ability to keep apparently calm under pressure. Crafts: Crafts represents a character’s training
or experience in creating works of physical art or
construction with his hands, from paintings to car
Skills engines to classical sculpture. Characters possessing
While Attributes represent innate ability, Skills this Skill typically have the knowledge, but not
represent abilities trained and honed over years. necessarily the tools or facilities to make use of their
They’re also rated one to five. capabilities. A character might be an exceptional
mechanic, for example, but still needs to sweet-talk
Skill Dots Proficiency Level her boss into opening up the garage after hours to
work on her friend’s car.
• Novice. Basic knowledge or
Investigation: Investigation is the art and science
techniques.
of solving mysteries, examining seemingly disparate
•• Practitioner. Solid working evidence to find a connection, answering riddles
knowledge or techniques. and overcoming paradoxes. It not only allows your
••• Professional. Broad, detailed character to get into the head of a killer to grasp his
knowledge or techniques. motives or plans, it allows her to look beyond the
•••• Expert. Exceptional Depth of mundane world to guess at answers to mysterious
knowledge or techniques. problems, or to have a “eureka” moment that offers
insight into baffling circumstances.
••••• Master. Unsurpassed depth of
Medicine: The Medicine Skill reflects a character’s
knowledge or techniques. A
training and expertise in human physiology and
leader in the field.
how to treat injuries and illness. The trait represents

Life After Dark 9


knowledge of human anatomy and basic medical In combat, Brawl is combined with Strength for
treatments. Characters with a low level in this Skill unarmed attacks.
(1 to 2) often possess only rudimentary first-aid Drive: The Drive Skill allows your character
training, while characters with high levels (3+) are to operate a vehicle under difficult or dangerous
the equivalent of nurses, physicians or surgeons. conditions. Characters don’t need this Skill simply
Occult: The Occult Skill reflects a character’s to drive a car. It’s safe to assume in a modern society
knowledge and experience with the world’s various that most individuals are familiar with automobiles
legends and lore about the supernatural. A character and the rules of the road. Rather, this trait covers
with this Skill not only knows the theories, myths the training or experience necessary to operate at
and legends of the occult, but can generally discern high speeds, to tackle hazardous road conditions and
“fact” from rumor. to push a vehicle to the limits of its performance.
Politics: Characters possessing this Skill are not Drive is the difference between a typical suburban
only familiar with the way the political process parent with a minivan and a police officer, car thief,
works, they’re experienced with bureaucracies and or racecar driver.
know exactly who to call in a given situation to Firearms: Firearms allows your character to
get something done. Your character keeps track of identify, operate and maintain most types of guns,
who’s in power and how she got there, along with from pistols and rifles, to military weapons such as
her potential rivals. submachine guns, assault rifles, and machine guns.
Science: This Skill represents your character’s This Skill can represent the kind of formal training
understanding of the physical and natural sciences: provided to police and the military, or the basic,
biology, chemistry, geology, meteorology, physics and hands-on experience common to hunters, criminals
so on. Science is useful not only for understanding and gun enthusiasts. Firearms also applies to using
how the world works, but it helps characters make the bows. Your character can use guns and bows equally.
most of the resources at hand to achieve their goals. In combat, Firearms is combined with Dexterity
to make ranged attacks.
Physical Skills Larceny: Larceny is a broad Skill that covers
everything from picking locks to concealing stolen
Physical Skills are applications of a character’s
goods and everything in between. Most characters
might, endurance and coordination, such as
obtain this Skill the hard way, by committing crimes
climbing a mountain, driving a car or shooting
and often paying the price for their mistakes. Some
a gun. If your character tries to use a Physical
individuals such as government agents and members
Skill he does not possess, take a -1 penalt y.
of the military receive formal training in bypassing
Athletics: Athletics encompasses a broad category
security systems and stealing valuable assets.
of physical training, from rock climbing to kayaking
to professional sports. The Athletics Skill can be Stealth: The Stealth Skill represents a character’s
applied to any action that requires prolonged physical experience or training in avoiding notice, whether by
exertion or that demands considerable agility or moving silently, making use of cover or blending into
hand-eye coordination. Examples include climbing a crowd. When attempting to sneak silently through
a high wall, marching long distances and leaping an area or to use the local terrain as concealment,
between rooftops. roll Dexterity + Stealth + equipment. When trying
to remain unseen in a crowd, Wits + Stealth is
In combat, the Skill is combined with Dexterity
appropriate.
to determine the accuracy of thrown weapons, and
is also factored into your character’s Defense. Survival: Survival represents your character’s
experience or training in “living off the land.” He
Brawl: Brawl defines your character’s prowess at
knows where to find food and shelter, and how to
unarmed combat, whether he’s a black belt in karate,
endure harsh environmental conditions. The more
a hard-bitten street tough or a college student who’s
capable your character is, the fewer resources he
taken a few self-defense courses. Characters with
needs in order to prevail.
this Skill know how to hit an opponent, where to hit
for maximum effect and how to defend themselves Weaponry: As the name implies, the Weaponry
from attack. Skill represents your character’s experience or
training in fighting with everything from beer bottles

10 Vampire: the Requiem Jump Start


to pipes, knives to swords. While formal instruction helps them divine a person’s true mood. As the
in Weaponry is uncommon (restricted to military and name implies, Empathy also involves the capacity to
law-enforcement training and a few martial arts), any understand other people’s views and perspectives,
character who has grown up on the street or spent a whether your character agrees with those positions
lot of time in seedy bars has had ample opportunity or not.
to learn this Skill. Expression: Expression reflects your character’s
In combat, Weaponry is added to Strength to make training or experience in the art of communication,
armed attacks at close range. both to entertain and inform. This Skill covers both
the written and spoken word and other forms of
entertainment, from journalism to poetry, creative
Social Skills writing to acting, music to dance. Characters can
Social Skills are applications of your character’s use it to compose written works or to put the right
bearing, charm and poise, such as negotiating with words together at the spur of the moment to deliver
a bank robber, wooing a crowd or telling a faultless a rousing speech or a memorable toast.
lie. If your character tries to use a Social Skill he does
Intimidation: Intimidation is the art and
not possess, take a -1 penalty.
technique of persuading others through the use of
Animal Ken: Anticipating and understanding fear. Your character can intimidate someone with
human emotions is one thing, but being able to a show of brute force (Strength + Intimidation),
interpret and recognize the behavior of animals is through more subtle means such as verbal threats
something else entirely. Your character intuitively (Manipulation + Intimidation), or simply through
grasps or has been trained to read animals to know menacing body language (Presence + Intimidation).
how they react to situations. The Skill also involves It can be used to get other people to cooperate (even
innately understanding how the animal mind against their better judgment), back down from a
operates, and what may appease or enrage beasts. confrontation, or reveal information that they’d
Empathy: This Skill represents your character’s rather not share.
intuition for reading people’s emotions. For some, it’s Persuasion: Persuasion is the art of inspiring or
a matter of observing body language and nonverbal changing minds through logic, charm or sheer, glib
cues. Others employ an extraordinary sense that fast-talking. Persuasion is the Skill of convincing

Life After Dark 11


others by force of personality alone, making one’s reinforce her sense of self, and give her the strength
point through carefully chosen words, body language to carry on. Accordingly, each anchor provides ways
and emotion. to refill the vampire’s Willpower.
Socialize: Socialize reflects your character’s ability (Mortals have Virtues and Vices -- moral strengths
to interact with others in a variety of situations, from and weaknesses -- in place of these anchors.)
chatting people up at bars to comporting himself
with dignity at state dinners. This Skill represents
equal parts gregariousness, sensitivity, etiquette and Mask
custom. Knowing how to make friends is no less
The Mask is the face a vampire wears before
important than understanding how to treat guests
his prey. It’s the immaculately groomed executive,
in formal situations.
the long-haired guru, or the cute hipster with the
Streetwise: Characters possessing this Skill black-rimmed glasses. A vampire’s Mask allows
know how life on the streets works and are adept at her to operate in human society, without the herd
surviving by its harsh rules. Streetwise characters recognizing her presence.
can gather information, make contacts, buy and sell
Any time a vampire overcomes a small hurdle
on the black market, and otherwise make use of the
in defense of her Masquerade, she gains a point
street’s unique resources. The Skill is also important
of Willpower. When committing atrocious or
for navigating urban dangers, avoiding the law, and
existentially risky acts in defense of her Masquerade,
staying on the right side of the wrong people.
she regains all her spent Willpower points.
Subterfuge: Subterfuge is the art of deception.
Characters possessing this Skill know how to lie Example Masks:
convincingly, and they recognize when they’re being • Artist
lied to. Subterfuge is used when telling a convincing
falsehood, hiding one’s emotions or reactions, or • Priest
trying to pick up on the same in others. The Skill is • Junkie
most often used to trick other people, but characters
also learn it to avoid being tricked themselves. • Investigator
• Scholar
Advantages • Socialite
Characters possess a few inherent Advantages • Child
used in play.
Health: Determines the overall amount of physical
harm a character can suffer, and how that harm
affects their performance.
Dirge
The Dirge is a vampire’s “life” among the Damned.
Defense: A character’s ability to avoid being hurt
The enforcer with the calloused fists, the preacher
in violent confrontations.
of dark salvation, the martyr who longs to atone. A
Speed: Determines the number of yards or meters vampire’s Dirge is who she is in the dark... and to
a character can move in a turn without sacrificing the people who dwell there.
their instant action.
Any time a vampire withdraws from the false
Initiative Modifier: Affects when a character takes life of his Mask and into the world of the Damned,
his turn in combat. she gains a point of Willpower. When committing
Size: An adult human has a Size of 5. terrible, damning acts in defense of one’s personal
identity, she regains all her spent Willpower points.
Example Dirges:
Anchors
• Courtesan
Vampires are no longer human, but they yet
have ties to the world. These anchors, whether they • Enforcer
provoke the vampire to humane actions or cruel ones,
• Horror

12 Vampire: the Requiem Jump Start


• Manipulator Attack
• Prophet A character can lash out blindly, or take careful
aim. When your character attacks somebody, roll one
• Martyr
of the following dice pools.
• Nomad Unarmed Combat: Strength + Brawl - victim’s
Defense
Melee Combat: Strength + Weaponry - victim’s
Merits Defense
Merits are special distinctions that give characters Ranged Combat: Dexterity + Firearms
access to abilities or resources. Merits relevant to this Thrown Weapons: Dexterity + Athletics - victim’s
book are included with the appropriate character Defense
descriptions. Judge the attack roll the same as any other action.
The damage inflicted by a successful attack is equal
to the successes on the attack roll plus the weapon’s
Disciplines damage bonus. See “Injury,” below.
Disciplines are the disturbing powers of the
Kindred, ranging from controlling hearts and minds Dodge
to moving in the blink of an eye. Many are fueled by
Vitae, the stolen blood that clots in Kindred veins. A character can also sacrifice their action to dodge.
Discipline powers are included with the appropriate In this case, double the character’s Defense rating,
character descriptions. but don’t subtract it directly from attacker’s dice pool.
Instead, roll the doubled Defense as a dice pool and
subtract the successes from the attacker’s successes.
Action Willpower may be spent to increase a dodge roll.
Ranged attacks can’t be dodged.

Combat Injury
Vampires affect civility. Among the prey, they may
Fists and feet deal bashing damage. Weapons, like
even affect innocuousness. But the truth is, they’re
brass knuckles and knives, crack skulls and pierce
creatures of violence. They want and they take and
lungs. To mortals, they deal lethal damage. Vampires
they hurt. And that gets them into fights.
only suffer bashing damage from mundane weapons,
Combat starts when two or more people who are, since they’re less fazed by pain and don’tdepend on
ninety percent of the time, rational individuals, fail their internal organs. Vampires still suffer lethal
to come to an agreement, and come to blows instead. damage from massive bodily destruction, like being
Violence, for vampires, is generally a means to an end. hit by a truck.
The first step in starting combat, then, is to A special type of damage, aggravated damage, is
determine what everybody wants. You don’t have to only suffered by vampires when they’re exposed to
be formal about it... just make sure you know why it their great banes, fire and sunlight. Each vampire
is the characters are in this fight. suffers aggravated wounds differently. Flesh may turn
After that, start tracking time in turns. At the start brittle and burn like paper. Tissue may bubble and
of the turn, each player rolls Initiative. Unlike a normal stink. Blackened veins may streak across the victim’s
roll, Initiative is a single die, the result of which you add body. Foamy pustules may taint the area around the
to your character’s Initiative Modifier. (A character’s injury. Aggravated wounds appear as manifestations
weapon may also add or subtract from Initiative.) of the natural world violently eliminating something
After that, players choose actions for their that does not belong.
characters in Initiative order, highest to lowest. If a mortal’s health track is filled with bashing
When a character’s turn comes up, they can perform damage, he falls unconscious. If it fills with lethal,
one of the following actions. he dies within minutes. If a vampire’s health track is

Life After Dark 13


filled with bashing damage, he remains conscious. If wounds. Any new bashing wound upgrades an
it fills with lethal, he falls into torpor. If it fills with existing bashing wound to lethal (make the leftmost
aggravated damage, he suffers the Final Death, and / into an X), while new lethal damage can upgrade
his body rapidly decays to the point it would have if older wounds to aggravated (make the leftmost X
it had been left to rot when he was first Embraced. into an asterisk). Additional aggravated damage
Marking Damage: When a character suffers also converts a point of bashing or lethal damage to
damage, the player marks off that number of Health aggravated (make the leftmost / or X into an asterisk).
points, starting with the box under the leftmost dot Healing:  Mortals recover from damage with rest
of his Health trait and proceeding left to right. The and medical attention. Left to heal naturally, characters
symbol used depends upon the type of damage. recover one point of bashing damage every 15 minutes,
Bashing damage is marked with a slash (/) in the one point of lethal damage every two days, and one
first available empty box. So imagining that Thomas point of aggravated damage every week. Lost Health
(who has seven Health dots) had just taken one is recovered from right to left on the character sheet.
point of bashing damage, his Health boxes would For vampires, spending a single point of Vitae heals
look like this: two bashing damage, or one lethal damage. A single
aggravated wound requires five Vitae and a full day’s
sleep. Aggravated damage is the only type of wound
that leaves a scar on Kindred.
Lethal damage is marked with an X, and it pushes
any existing bashing damage right on the track (so
that it always appears to the left of bashing damage).
Conditions
If Thomas next took a point of lethal damage, his Conditions are (usually temporary) states that
track would be: affect what your character can do. For example, your
character might defeat a complex security system
with ease and be Inspired by her exceptional success.
A Condition typically consists of a modifier in the
Aggravated damage is marked with a large asterisk +2 to -2 range to a certain type of action, or actions
(*) by adding a vertical bar to an X. It also pushes taken with a certain motivation. Larger modifiers
any existing lethal and bashing damage right on the are rare, but exist.
track (so that it always appears to the left of lethal or
Conditions are resolved and removed when the
bashing damage). If Thomas next suffered a point of
character’s done something significant to act on the
aggravated damage, his track would be:
Condition or addressed the original source. The
sample Conditions here have example resolution
Conditions, but you can also resolve them after other
events if it just makes logical sense.
No More Health: Marking off a character’s last When a character resolves a Condition, she gains
Health box usually means the character has become a point of Willpower. For certain Conditions, if
incapacitated. If that rightmost wound is bashing, a Condition biases her towards a certain type of
he falls unconscious. If that rightmost wound is behavior... say, a Reckless Condition that encourages
lethal or aggravated, the character quickly bleeds her to throw caution to the wind, she also gains a
to death. Note that this would mean the character point of Willpower.
has no bashing damage at all, since it will always be You’re encouraged to make up Conditions to fit events
the rightmost. These are the rules for humans… see in your game. They’re little reminders of how what’s gone
below for vampires. before influences character abilities and behavior.
Additional Damage: An unconscious or severely (In the Vampire: The Requiem and Chronicles of
battered person can still be damaged by further Darkness rulebooks, Conditions help your character
attacks. Without further Health boxes to mark off, gain experience, rather than replenishing her Willpower.
you represent this damage by upgrading existing These books also contain many more sample Conditions.)

14 Vampire: the Requiem Jump Start


your best friends — giving him a place to crash, lending him
INSPIRED your car keys, or revealing secrets that you really shouldn’t.
You don’t feel tricked or ripped off unless you resolve the
Condition. It expires normally (without resolving) after
Your character is deeply inspired. When your one hour per dot of the vampire’s Blood Potency.
character takes an action pertaining to that
Common Causes: The Majesty Discipline.
inspiration, you may resolve this Condition. An
exceptional success on that roll requires only three Resolution: The vampire attempts to seriously
successes instead of five. harm you or someone close to you, you make a
significant financial or physical sacrifice for him.
Common Causes: An exceptional success, a
comrade delivering a stirring call to arms. Willpower: You divulge a secret to or perform a
favor for the vampire.
Resolution: You spend inspiration to spur
yourself to greater success, resolving the Condition
as described above. COMPETITIVE
Willpower: n/a
Your character must assert dominance and superiority.
WANTON Either she gives it her all, or she falters. Any time she’s in
direct competition with another character, she suffers -2
on any rolls where she doesn’t spend Willpower. This
Your character wants, for the sake of wanting. He’s includes contested rolls. As well, any rolls to tempt or
distracted with temptations of excess and indulgence. coerce her into competition achieve exceptional success
Any Composure or Resolve rolls to resist temptation on three successes instead of five.
suffer a -2 penalty. As well, the character that brought
After resolving Competitive, your character cannot
forth this Condition achieves exceptional success on
be subject to this Condition again for a full month.
three successes instead of five, when making any rolls
to tempt your character. This could apply to Majesty Common Causes: A challenging predatory aura
rolls as well as mundane social rolls. conflict, or a failed Detachment roll.
After resolving Wanton, your character cannot Resolution: Win or lose a competition where
be subject to this Condition again for a full month. someone reaches a breaking point
Common Causes: A seductive predatory aura Willpower: n/a
conflict, a failed Detachment roll
Resolution: Indulge in something that constitutes DOMINATED
a breaking point (see Humanity, p.15)
Willpower: n/a
A vampire has given your character a specific
command that she cannot go against. You don’t have
CHARMED a choice whether or not to follow the command — your
will is no longer your own. If your task has a natural end,
such as “Follow that man until he enters an apartment
You’ve been charmed by a vampire’s supernatural then call me with the address,” you resolve the condition
force of personality. You don’t want to believe that once you complete it, otherwise it ends at sunrise. Once
anything he says is a lie, and you can’t read his true you resolve this condition, you can’t quite remember
intentions. The vampire adds his Awe successes to what happened while you were under the vampire’s spell.
Manipulation rolls against you, and any rolls you
Common Causes: The Dominate Discipline
make to detect his lies or uncover his true motives
suffer a penalty equal to his Awe successes; any Resolution: Take more bashing or lethal damage
supernatural means you use to detect his lies become than your Stamina. Follow the vampire’s command.
a Clash of Wills. Willpower: N/A
You want to do things for the vampire, to make him
happy. If he asks, you’ll do favors for him like he was one of

Life After Dark 15


FRIGHTENED MESMERIZED
Something’s scared you to the point where you lose Your character’s will is subordinate to that of a
rational thought. Maybe you’ve just looked down at vampire. You’re not obviously hypnotized — you’re
a hundred-story drop, or seen a tarantula the size of a bit quiet and reserved compared to normal, but
your fist crawling up your leg. nothing out of the ordinary. When the vampire
Whatever the case, you need to leave right the hell who inflicted this condition gives you a command,
now. Your only priority is getting the fuck away from you cannot resist. If it’s something that you wouldn’t
the thing that’s frightened you — the hell with your normally do, you might look like you’ve been
stuff, your friends, and your allies. If someone tries hypnotized or that you’re sleepwalking, but otherwise
to stop you escaping, you’ll attack them. You can’t you look and act normally.
approach the source of your fear or act against it — Once you resolve this condition, gain 3 dice to
and if the only way out involves going near the source resist further attempts to Mesmerize you in the
of your fear, you’ll collapse on the ground in terror. same scene; you also can’t quite remember what
Supernatural creatures prone to loss of control, happened while you were under the vampire’s spell.
including vampires, must roll to avoid frenzy. This Condition fades naturally after a scene.
This Condition lasts until the end of the scene; Common Causes: The Dominate Discipline.
suppressing its effects for a turn costs a point of Resolution: Take any amount of bashing or lethal
Willpower. damage.
Common Causes: The Nightmare Discipline Willpower: N/A
Resolution: The character escapes from the source
of his fear.
Willpower: N/A

Laws of the Dead


track him by scent. Kindred blood does not offer this
advantage, since it’s mostly old, dead, and its smell is
Tricks of the Damned a blend of all the vampire’s recent victims.
The Blush of Life: Normally, a vampire’s body Predatory Aura: As rival predators, vampires
maintains only a semblance of human function. She know their own. By touch, by sight, by smell.
has no pulse, her body is room temperature, and her This awareness is called the predatory aura. In
eyes always look a little dry. Solid food is disgusting a social situation or a confrontation, a vampire
to her, and results in immediate vomiting. can manipulate her aura to try and provoke a
However, by spending one Vitae, she can counterfeit fight-or-f light response from the other party.
life. She doesn’t really feel alive (that’s something most A vampire can make her aura take on the feel of a
vampires experience only while feeding), but her Monstrous Beast, who wants to rend and destroy; a
heart pumps, her flesh warms, and she’s persuasive Seductive Beast, who offers blasphemous intimacies,
enough to pass the most personal inspections. or a Challenging Beast, who seeks control.
Kindred Senses: As nocturnal predators, vampires She lashes out, rolling Blood Potency and one of
can see in the dark better than humans. Storytellers three Attributes: Strength (for the Monstrous Beast),
are encouraged not to apply vision-based penalties Presence (for the Seductive Beast), or Intelligence
against them. The vampire’s sense of smell is attuned (for the Challenging Beast). The defender has two
to the scent of blood. She can smell the presence of choices: fight or flight.
blood from about ten yards per dot of Blood Potency If he fights, he rolls Blood Potency plus the
without rolling. If she’s tasted a particular human’s Attribute appropriate to the Beast he’s countering
blood, she can add her Blood Potency to any rolls to with. Whoever rolls more successes inflicts the

16 Vampire: the Requiem Jump Start


Condition associated with their Beast on the loser. Healing: Vampire flesh wants to return to the
The winner also gets +2 to pursue actions associated moment of its death. Vampires can heal as described
with the theme of their chosen Beast for the rest of on p. 14.
the scene. (Mortals can’t inflict a Condition.)
Fighting costs a Willpower point for the defender
if his Blood Potency is less than the aggressor’s. Feeding
If he flees, he withdraws from the situation. In a This is the moment it all turns on. The moment
social setting, this might mean making a convenient when a vampire’s teeth sink into the flesh of someone
excuse. He takes the Condition associated with the who fears her or trusts her or doesn’t even know she’s
aggressor’s Beast. there. The moment she tastes his blood. The moment
The Monstrous Beast inf licts the Bestial she start to feel alive again.
Condition, the Seductive Beast inflicts Wanton, Vampires call it the Kiss.
and the Challenging Beast inflicts Competitive. Human blood is best warm, from the living.
Physical Intensity: Vampire tales speak of Kindred can pull a number of Vitae from a mortal
creatures stronger and faster than anything humans equal to the mortal’s unmodified Health dots. Every
could strive to. With Vitae, any Kindred can point of Vitae she takes causes one point of lethal
accomplish massive bursts of physical prowess. By damage.
spending a point of Vitae, he may add two dice to Humans have different reactions to being fed from.
rolls involving his choice of Strength, Dexterity, The victim of a savage attack may suffer lingering fear,
or Stamina for the turn. This does not increase while a donor who gave himself willingly succumbs to
traits derived from these Attributes. However, it a pleasant languor. These reactions are explored  in
will increase relevant resistances. For example, a more detail in Vampire: The Requiem.
Strength increase will reduce an opponent’s rolls to
grapple him.

Life After Dark 17


Daysleep and Waking Humanity Base Duration

Kindred sleep by day. As they dream long, slow 10 One night


dreams, they appear truly dead to any observer. At 9 Two nights
sunset, they come shuddering to life again. 8 One week
When something disturbs a slumbering vampire 7 Two weeks
or puts her at risk, roll her Humanity. On a success,
she wakes. 6 One month
Waking, either normally or because the character’s 5 One year
slumber is interrupted, costs one point of Vitae. If 4 Five years
the vampire can’t pay this cost, she falls into torpor. 3 Ten years
2 Fifty years
Torpor 1 100 years
When starved or grievously wounded, a vampire 0 250 years
falls into torpor, unable to rise during at night -- or
any other time. As a vampire’s heart becomes less
human and her blood becomes more potent, the Fire
duration of torpor increases. Multiply her Blood Fire represents humanity’s defiance against the
Potency by the chart below. dark, and the things that dwell there. It is therefore
Torpor can also be caused by a stake through the inimical to the Kindred.
heart. In that case, the torpor ends as soon as the To determine how much damage a fire does per
stake is removed. In combat, an attempt to pierce a turn, add the base damage for size to the damage
character’s heart is a Weaponry attack with a -3 penalty. modifier for heat.
The attack must cause five damage to pierce the heart.

18 Vampire: the Requiem Jump Start


Size of Fire Base Damage Frenzy
Torch 1
The Beast is anger, fear, temptation. And most of
Bonfire 2 all, it is hunger. When provoked strongly enough,
Inferno 3 the Beast can overwhelm a vampire’s Humanity.
This raging storm of instincts has the vampire’s best
interests at heart, but it doesn’t much plan and it
Damage
certainly doesn’t care who gets hurt.
Heat of Fire Modifier
W hen the vampire is ex posed to st rong
Candle (first-degree burns) 0 provocations, such as fire, injury to a loved one,
Torch (second-degree burns) +1 or the sight of that loved one’s bleeding wounds,
Bunsen burner he must fight to remain in control. Roll Resolve
(third-degree burns) +2 + Composure. On a success, the vampire’s human
Chemical fire/molten metal +3 side stays in the driver’s seat. On a failure, he enters
frenzy.
When in a frenzy, a vampire acts on the feeling
Sunlight that provoked the frenzy. He does so free of moral
restraint or long-term planning. He remains smart
The sun gives life to the world. The Kindred, not enough, though, that he can act effectively to fulfill
truly alive, must shun it. Sunlight burns them... and his desires, and cautious enough to minimize risk to
as they begin to truly embrace their inner predators, himself. Frenzy isn’t suicide.
as the concept of human sin and even Humanity itself
Frenzy lasts until the end of a scene, until another
means less to them, it burns all the more.
character calms the Beast with a Manipulation +
The type and amount of damage inflicted by Empathy roll, or until the Beast has satisfied its rage,
the sun is determined by the vampire’s Humanity. fear, or hunger.
The frequency with which the damage occurs is
determined by his Blood Potency.
Humanity Dots Damage Type Humanity
7-10 1 lethal Vampires are not human. They were, once, but now
6 2 lethal they’re something entirely different. However, to blend
5 3 lethal in with mortals, to walk among the flock, Kindred
must maintain perspective and understanding of their
4 1 aggravated
former existences. Humanity reflects this perspective.
3 2 aggravated Vampires that maintain high Humanity scores live
2 3 aggravated side-by-side with mortals, and can relate to the living.
1 4 aggravated Vampires with low Humanity scores grow distant and
alien, and lose sight of who they once were, and more
0 5 aggravated
importantly, who they prey upon.
When a vampire faces (or self-inflicts) trauma that
Blood Damage calls her Humanity into question, she hits a breaking
Potency Dots Frequency point, and must roll to resist Detachment. We’ve
1 Half-hour listed some sample breaking points. In general, a
2 Ten minutes vampire must roll when she reaches a breaking point
3 One minute tied to her current Humanity or lower.
If she fails the Detachment roll, she gains one
4 One turn
of the three Conditions also associated with the
5-6 2x / turn predatory aura: Bestial, Wanton, or Competitive.
7-8 3x / turn Description of how each Humanity level affects
9-10 5x / turn the vampire follows.

Life After Dark 19


Ascetic (Humanity 9-10): A rare vampire with this time. She can speak and interact just like anyone
degree of Humanity goes out of her way to immerse else, but she chooses not to. Every action is a step
herself in mortal affairs, and to feed sensibly. She’s toward the next meal; nothing but blood is worth her
poised and confident in her dealings, she’s an expert time. While she could fake humanity with a bit of
in the way humans behave, feel, and think. Gain +2 blood, she can’t be bothered, and instead looks like
to any rolls to relate to humans. a corpse, a statue, a morbid doll. She’s a menace, and
Humane (Humanity 7-8): Most vampires in this crowds part when she walks through. Your character
range of Humanity are either very good at maintaining cannot relate to humankind. Any such rolls use only
their attachments, or they’re very new to the Danse. a chance die.
She has little difficulty blending in with humans. Draugr (Humanity 0): A character that reaches
She remembers with perfectly clarity what mortal zero Humanity dots becomes draugr, lost to her
life was like. She remembers the way food tasted. She Beast. She becomes ravenous and animalistic, no
remembers the way sweat felt across her skin. She feels longer able to interact with society—Kindred or
pain for those hurt by her actions and those of her kind. mortal. Draugr are forever lost to their monstrous
Balanced (Humanity 5-6): At this point, she’s been natures; only the vaguest rumors suggest they can be
around the block. Most neonates and some ancilla redeemed. In most cities, the authorities kill draugr
fall into this range. She’s seen pain and anguish as immediately and without mercy.
result of her condition, and is beginning to accept it
as part of existence. She still has no issue relating to
mortals; she just recognizes that she’s never going to
Common Actions
be one again. She’s selfish, and lies like second nature. Here are some sample ways you can apply your skills.
Take -1 in any roll to relate to humans. Remember, you can invent your own at any time.
Weathered (Humanity 4): A weathered Kindred
has seen more death and devastation than most
mortals will in a lifetime. Most ancilla fall into this
ARGUMENT
(INTELLIGENCE + EXPRESSION
range of Humanity. While not spree killers, most - VICTIM’S RESOLVE)
Kindred at this level have taken lives, and understand
that they probably will again in order to guarantee
You try to sway someone with a rational argument.
continued survival. They see humans as fragile and
(If arguing with a crowd, use the highest Resolve in
temporary. Take -2 in any roll to relate to humans.
the crowd.
Callous (Humanity 3): At this level, a callous
Kindred maintains a cynical and jaded world • Dramatic Failure: You convince them of quite
perspective. He’ll step over anyone and anything in the opposite.
the name of survival, and humans are little more than • Failure: They listen, but are ultimately unaffected.
tools. Most elders fall into this range. By this point,
Humanity takes its toll, and the vampire appears • Success: They accept the truth (or apparent
deathly and pallid. This appearance isn’t unnatural, truth) of your words.
per se, but it makes humans uncomfortable. Take -3 • Exceptional Success: They’re convinced,
in any roll to relate to humans. and become a recruit to your point of view.
Monstrous (Humanity 2): A monstrous Kindred is Though they might change their minds if they
barely recognizable as human, unless he’s specifically find themselves at risk.
acting the part and using the blush of life. He’s
short-tempered, selfish to a fault, and will kill to suit
minor interests and petty desires. Not only does he CAROUSING
have difficulty dealing with people, he doesn’t want (PRESENCE + SOCIALIZE
to. Most of the mortals in his life are servants and OR STREETWISE)
feeding stock, viewed as resources at best. Take -5 in
any roll to relate to humans. You mix with a group, bringing high spirits with
Animalistic (Humanity 1): A Kindred this close you and using them to loosen tongues.
to the Beast barely registers as sentient most of the

20 Vampire: the Requiem Jump Start


Humanity Examples
Humanity 10 (Five Dice) Humanity 5 (Three Dice)
One night without human contact. Two weeks without human contact.
Lying in defense of the Masquerade. Reaching Blood Potency 3.
Spending more than one Vitae in a night. Death of a mortal parent, sibling, or cousin.

Humanity 9 (Five Dice) Humanity 4 (Two Dice)


Watching humans eat a meal. Impassioned violence.
Committing a superhuman feat of physical Spending a year or more in torpor.
prowess. Surviving a century.
Feeding from the unwilling or unknowing. Accidentally killing. Taking a leadership role in
Urging another’s behavior with a Discipline. a covenant.
Spending an hour in the sun. Learning a dot of Crúac.

Humanity 8 (Four Dice) Humanity 3 (Two Dice)


Creating a ghoul. One month without human contact.
Rejected by a human. Reaching Blood Potency 6.
Riding the wave of frenzy. Death of a mortal spouse or child.
Taking another’s consent with a Discipline. Impassioned killing.
Spending most of a day in the sun.
Humanity 2 (One Die)
Humanity 7 (Four Dice) One year without human contact.
One week without human contact. Premeditated killing.
Surviving something that would hospitalize a Seeing a culture that didn’t exist when you
human. were alive.
Injuring someone over blood. Surviving 500 years.
Creating a revenant.
Humanity 6 (Three Dice)
Falling into torpor. Humanity 1 (Zero Dice)
Feeding from a child. One decade without human contact.
Reading your own obituary. Surviving something Heinous, spree, or mass murder.
that would kill a human.

• Dramatic Failure: A faux pas reveals that you FAST-TALK


don’t belong... and maybe even hints at your (MANIPULATION + SUBTERFUGE
supernatural nature. - VICTIM’S COMPOSURE)
• Failure: You end up a wallflower, with a drink
in your hand that you don’t even want. You may not be able to win the argument with
facts, but you can try to get out of trouble with a
• Success: You make a single-serving friend, who
little judicious spin.
might be willing to pass secrets or go with you
somewhere private. • Dramatic Failure: The other party has a good
idea what the truth is.
• Exceptional Success: You make a friend you
can contact again • Failure: The other party doesn’t believe you.
• Success: The other party swallows your story.

Life After Dark 21


• Exceptional Success: The other party believes • Dramatic Failure: You find clues, but you
you so thoroughly that they’re even willing contaminate them, or you leave evidence of
to offer a little aid... though they won’t put your presence.
themselves at any kind of risk.
• Failure: You find evidence, but it’s damaged
and hard to interpret. Or you miss a spot in
INTERROGATION your cleanup that you won’t find out about
(MANIPULATION + EMPATHY OR until later.
INTIMIDATION - VICTIM’S RESOLVE)
• Success: You find a clue of exactly the sort
you need, or manage to significantly confuse
You try to dig secrets out of a reluctant informant. future investigators.
• Dramatic Failure: The informant is alienated • Exceptional Success: You find a clue, and know
or injured beyond the point to which he will exactly how it fits in, or you leave the scene
reveal information. immaculate and impossible to decipher.
• Failure: The informant blabs a mix of truth
and falsehood -- even he may not know the REPAIR
difference. (INTELLIGENCE + CRAFTS)
• Success: You get the information you were
looking for. You try to fix something that’s broken down.
• Exceptional Success: You get the information you • Dramatic Failure: The broken object’s a lost
were looking for, and the informant is willing to cause. It’ll never work again.
continue cooperating.
• Failure: You’re stymied by the problem, but
could come back to it in another scene.
INTIMIDATION • Success: You get the thing working... for now.
(STRENGTH OR MANIPULATION +
INTIMIDATION - VICTIM’S • Exceptional Success: The object works better
COMPOSURE)
than before. It won’t break again anytime
soon.
You try to get someone to do what you want by
making them afraid of you.
RESEARCH
• Dramatic Failure: They don’t take you (INTELLIGENCE + ACADEMICS OR OCCULT)
seriously, even if you knocked them around a
bit. They won’t be doing what you want.
Using your existing knowledge, you look for
• Failure: They’re unimpressed with your information on a current mystery.
threats.
• Dramatic Failure: You learn something, but it
• Success: They’re coerced into helping you. doesn’t help. In fact, it sets you back. If using
• Exceptional Success: They develop a lasting Occult, it might also give you nightmares.
fear of you, which could make them easier to • Failure: You turn up a lot of promising leads,
coerce in the future. but they’re all dead ends.
• Success: You find the basic facts you were
INVESTIGATING A SCENE looking for.
(INTELLIGENCE + INVESTIGATION)
• Exceptional Success: You find what you were
looking for, and leads towards a much bigger
You look for clues to what’s happened in the recent score of information.
past... or tidy up so that no one else can find them.

22 Vampire: the Requiem Jump Start


SHADOWING A MARK SNEAKING
(WITS + STEALTH OR DRIVE) (DEXTERITY + STEALTH)

You follow someone, perhaps in the hopes of You’re trying to avoid notice by someone... or
ambushing them, or of finding out their destination. multiple someones. Maybe you want to get into a
place undetected. Maybe you’re trying to break out.
• Dramatic Failure: You’re caught, either by
the mark or some observer that’s become • Dramatic Failure: You attract a lot of
suspicious of you. attention... enough that now it’s going to be
hard to get out.
• Failure: The mark senses he’s being followed,
and manages to lose you. • Failure: You’re noticed, but still have the
chance to slip away.
• Success: You follow the mark to his destination.
• Success: You avoid notice and get closer to
• Exceptional Success: You find some means your goal.
by which you can continue following the
mark, such as an unlocked entrance into the • Exceptional Success: You avoid notice and
building he arrived at. get away before anyone has another chance
to catch you.

Life After Dark 23


Combat Summary Chart
Stage One: Intent • Autofire Long Burst: 20 or so bullets, no target
limit pending Storyteller approval. A +3 bonus
• The players and the Storyteller describe what is applied to each attack roll; –1 per roll for each
their characters want out of the fight. target after the first
• Decide whether characters can surrender and • Autofire Medium Burst: 10 or so bullets at
can become Beaten Down. one to three targets, with a +2 bonus to each
attack roll; –1 per roll for each target after the
Stage Two: Initiative first

• Everyone rolls Initiative: the result of a die roll • Autofire Short Burst: Three bullets at a single
+ Dexterity + Composure. If the character has target with a +1 bonus to the roll
a weapon readied, apply its Initiative Modifier. • Concealment: Barely –1; partially –2;
substantially –3; fully, see “Cover”
Stage Three: Attack • Cover: Subtract 2 from damage for light cover,
4 from damage for heavy cover
• Unarmed Combat: Strength + Brawl - victim’s
Defense • Dodge: Double Defense, roll as a dice pool
with each success subtracting one from the
• Melee Combat: Strength + Weaponry -
attacker’s successes
victim’s Defense
• Drawing a Weapon: Requires instant action
• Ranged Combat: Dexterity + Firearms
• Firing from Concealment: Shooter’s own
• Thrown Weapons: Dexterity + Athletics -
concealment quality (–1, –2 or –3) reduced by
victim’s Defense
one as a penalty to fire back (so, no modifier,
A character’s Defense is normally subtracted from –1 or –2)
any attack dice pools where it applies. If she chooses to
Dodge, the defender rolls her Defense as a dice pool • Offhand Attack: –2 penalty
against each attack. Each success reduces the attacker’s • Prone Target: –2 penalty to hit in ranged
successes by one. If the attacker is reduced to zero combat; +2 bonus to hit when attacker is
successes, the attack does nothing. If the attacker has within close-combat distance
successes remaining, add any weapon modifier to the
number of successes to determine how many points • Range: –2 at medium range, –4 at long range
of Health the target loses. All weapons deal lethal • Shooting into Close Combat: –2 per
damage to humans, bashing to vampires. combatant avoided in a single shot (not
applicable to autofire); –4 if grappling
Stage Four: The Storyteller describes the • Specified Target: Torso –1, leg or arm –2, head or
attack and wound in narrative terms. heart –3 (requiring 5 successes), hand –4, eye –5
Possible Modifiers • Surprised or Immobilized Target: Defense
• Aiming: +1 per turn to a +3 maximum (aiming doesn’t apply
takes a character’s action for a turn) • Touching a Target: Dexterity + Brawl or
• All-Out Attack: +2 with Brawl or Weaponry Dexterity + Weaponry; armor may or may not
attack; lose Defense apply, but Defense does apply

• Armor Piercing: Ignores amount of target’s • Willpower: Add three dice or +2 to a Resistance
armor equal to item’s rating trait (Stamina, Resolve, or Composure) in one
roll or instance

24 Vampire: the Requiem Jump Start


Ranged Weapons Chart
Type Dmg Ranges Clip Initiative Strength Size Example
Revolver, lt 1 20/40/80 6 0 2 1 SW M640
(.38 Special)
Revolver, hvy 2 35/70/140 6 −2 3 1 SW M29
(.44 Magnum)
Pistol, lt 1 20/40/80 17+1 0 2 1 Glock 17 (9mm)
Pistol, hvy 2 30/60/120 7+1 −2 3 1 Colt M1911A1
(.45 ACP)
SMG, small* 1 25/50/100 30+1 −2 2 1 Ingram Mac-10
(9mm)
SMG, large* 2 50/100/200 30+1 −3 3 2 HK MP-5 (9mm)
Rifle 4 200/400/800 5+1 −5 2 3 Remington M-700
(30.06)
Assault Rifle* 3 150/300/600 42+1 −3 3 3 Stery-AUG (5.56mm)
Shotgun** 3 20/40/80 5+1 −4 3 2 Remington M870
(12-gauge)
Crossbow*** 2 40/80/160 1 −5 3 3

Damage: Indicates the number of bonus successes added to a successful attack. Firearms deal lethal
damage against ordinary people. The type of damage may vary against supernatural opponents.
Ranges: The listed numbers a short/medium/long ranges in yards. Attacks at medium range suffer a −1
penalty. Attacks at long range suffer a −2 penalty.
Clip: The number of rounds a gun can hold.  A “+1” indicates that a bullet can be held in the chamber,
ready to fire.
Initiative: The penalty taken to Initiative when wielding the gun.
Strength: The minimum Strength needed to use a weapon effectively. A wielder with a lower Strength
suffers a −1 penalty on attack rolls.
Size: 1 = Can be fired one-handed; 2 = Must be fired two-handed and can be hidden in a coat; 3 = Can
be fired two-handed but not hidden on one’s person
* The weapon is capable of autofire, including short bursts, medium bursts, and long bursts.
** Attack rolls gain the 9-again quality
*** Crossbows take three turns to reload between shots. A crossbow can be used to deliver a stake through the
heart (–3 penalty to attack rolls; must deal at least 5 damage in one attack)

Size
Size Object/Creature Size Object/Creature
Human infant, pistol 1 Gorilla 6
Sword 2 Grizzly bear 7
Human child 3 2-seat sports car 10
Wolf, spear 4 SUV 15
Adult human, Door 5 Dump truck 20

Life After Dark 25


Melee Weapons Chart
Type Damage Initiative Strength Size Special
Sap 0 −1 1 1
Brass Knuckles 0 0 1 1 Uses Brawl to attack
Baton 1 −1 2 2 n/a
Crowbar 2 −2 2 2
Tire Iron 1 −3 2 2 +1 Defense
Chain 1 −3 2 2 • Grapple
Shield (small) 0 −2 2 2 Concealed
Shield (large) 2 −4 3 3 Concealed
Knife 0 −1 1 1 •
Rapier 1 −2 1 2 •• Armor piercing 1
Machete 2 −2 2 2
Hatchet 1 −2 1 1 •
Fire Ax 3 −4 3 3 •• 9-again, two-handed
Chainsaw 5 −6 4 3 9-again, two-handed
Stake* 0 −4 1 1 n/a
Spear** 2 −2 2 4 +1 Defense, two-handed

Type: A weapon’s type is a general classification that can apply to anything your character picks up. A
metal club might be an antique mace, a metal baseball bat, or a hammer, while a hatchet might be a meat
cleaver or an antique hand-ax.
Damage: Indicates the number of bonus successes added to a successful attack. Weapons always deal
lethal damage.
Initiative: The penalty taken to Initiative when wielding the weapon. If using more than one weapon,
take the higher penalty and increase by 1.
Strength: The minimum Strength needed to use a weapon effectively. A wielder with a lower Strength
suffers a -1 penalty on attack rolls.
Size: 1 = Can be hidden in a hand; 2 = Can be hidden in a coat; 3+ = Cannot be hidden.
Concealed: A character who wields a shield but doesn’t use it to attack can add its Size to his Defense, and
uses its Size as a concealment modifier against ranged attacks.
Grapple: Add the chain’s weapon bonus to your dice pool when grappling.
Two-handed: This weapon requires two hands. It can be used one-handed, but doing so increases the
Strength requirement by 1.
* A stake must target the heart (–3 penalty to attack rolls) and must deal at least 5 damage in one attack.
** The reach of a spear gives a +1 Defense bonus against opponents who are unarmed or wield weapons
of Size 1.

26 Vampire: the Requiem Jump Start


Armor
Type Rating Strength Defense Speed Coverage
MODERN
Reinforced clothing* 1/0 1 0 0 Torso, arms, legs
Kevlar vest* 1/3 1 0 0 Torso
Flak Jacket 2/4 1 −1 0 Torso, arms
Full Riot Gear 3/5 2 −2 −1 Torso, arms, legs
ARCHAIC
Leather (hard) 2/0 2 −1 0 Torso, arms
Chainmail 3/1 3 −2 −2 Torso, arms
Plate 4/2 3 −2 −3 Torso, arms, legs

Rating: Armor provides protection against normal attacks and Firearms attacks. The number before the
slash is for general armor, while the number after the slash is for ballistic armor. Reduce the number of
damage levels your character takes by the appropriate number.
Strength: If your character’s Strength is lower than that required for her armor, reduce her Brawl and
Weaponry dice pools by 1.
Defense: The penalty imposed on your character’s Defense when wearing the armor.
Speed: The penalty to your character’s Speed for the armor worn.
Coverage: The areas of a character protected by the armor. Unless an attacker targets a specific unarmored location
(“Specified Targets”, above), the armor’s protection applies. Wearing a helmet increases the armor’s coverage to include
a character’s head.
* This armor is concealed, either as normal clothing (e.g. biker leathers) or being worn under a jacket or
baggy shirt. Attackers have no idea the target is wearing armor until after they land a successful hit.

Life After Dark 27


Disciplines
The Kindred wield strange powers — a vampire the vampire asks, or obeying a twisted version of the
could sway men’s minds, vanish from plain sight, or vampire’s command.
manifest her victim’s worst nightmares. These powers Failure: The animals fear the Beast, fleeing from
come unbidden in the vampire’s blood, and call on not a superior predator.
just his human mind but the Beast hidden just under Success: You can communicate with an animal,
the surface. The Beast walks unseen through the world asking it what it has perceived. Most animals can
of men and cows lesser animals. It slips the bonds of remember what has happened over the last night.
flesh and inspires awe and jealousy from other people. Animals relate what they have encountered through
the lens of their own perceptions — dogs answer in
Animalism terms of smell and hearing, while birds relate what
they could see. The vampire can also give the victim
A vampire’s Beast is not just a facet of her predatory a simple command, equivalent to what the animal
nature, but a predator in and of itself — and it is top of could do on its own, such as “attack him,” “follow her
the food chain. A Kindred can slip the leash of her Beast then return here,” “chew through these cables.” The
just a little to overpower weaker animals, forcing her will command doesn’t normally persist for more than a
on them. Most Animalism powers affect predators and night, but the vampire can add simple contingencies
scavenging animals. In a city, the Kindred can call on such as forcing the beast to go to ground if noticed,
feral cats and dogs, pigeons and crows, foxes and more or to return once the command is complete.
rats than anyone suspects. Rural vampires can summon
Exceptional Success: The animal is exceptionally
bats, wolves, mountain lions, and even bears — any
obedient to the vampire, improvising to follow the
animal that feasts on the flesh of another.
spirit of the kindred’s command.

Feral Whispers • Raise the Familiar ••


To those she would command, a vampire must
If a vampire needs an animal servant, death is no
first make herself understood. So it is with beasts
obstacle. This Discipline raises a creature from the dead
as well as men. A vampire using Feral Whispers
as her servant, infusing it with her Vitae and making it
overpowers the animal’s instinctive reactions and
more obedient to her will. The undead creature looks
forces it to understand. She can ask questions of a
like it did when it died, but can still function — a coyote
creature and it must respond as best it can, and with
crushed by an SUV has a tire track running across it but
a further slight nudge, she can compel it to obey her.
no crushed bones, and a crow with a busted wing has
A canny vampire can use magpies and crows to spy
bone jutting out of the wound but can still fly. It doesn’t
on her victims from above, or command a gangster’s
act like a normal animal — it doesn’t hunt for food, nor
mastiffs to savage their owner.
is it spooked by loud noises. It sleeps throughout the day,
The vampire talks to the animal, either using human but becomes active at night. Even a human observing
words or by making animal sounds of her own. She can such an animal can tell something’s wrong, but most
command groups of animals, such as a flock of birds or don’t take the time to look.
a swarm of rats, as long as she is close enough that the
Cost: 1 Vitae
animals can all hear her, and she can see all of them.
Requirement: Feed 1 Vitae to the corpse (included
Cost: None
in cost)
Dice Pool: Manipulation + Animal Ken +
Dice Pool: None
Animalism
Action: Instant
Action: Instant
The vampire feeds one point of Vitae to the
Roll Results animal’s corpse. The animal returns to a semblance
Dramatic Failure: The victim misunderstands the of life for a number of nights equal to (Blood Potency
vampire’s command, giving false information when x animal’s Stamina). Once she has raised a beast, a

28 Vampire: the Requiem Jump Start


vampire can feed it more Vitae; each point ensures advantage. Auspex is an internal Discipline, revealing
the animal’s continued unlife as though the vampire information to a Kindred through visions that range
had just raised it. from the direct to the hallucinatory. Other vampires
The raised creature gains a semblance of have no way to know when someone is using Auspex
intelligence and a certain low cunning, enough to to discover their secrets, and for that reason many
follow complex orders that most animals could not Mekhet feel the stares and whispered barbs of other
understand, and to interpret the spirit of commands vampires who worry what secrets the clan of shadows
rather than the letter. Treat the familiar as having will uncover next.
one dot of Intelligence. It’s easier for a vampire to use Auspex on another
Infused with Vitae, the familiar takes bashing person if he’s spent some time in intimate contact with
damage from attacks like a vampire, and does not her. The contact doesn’t need to be sexual, any period
fall unconscious or bleed out. Unlike a vampire, the of platonic physical contact is enough. Digging a bullet
familiar continues to decompose. out of someone’s side — or carefully severing her arm —
The Vitae burning within the animal’s dead veins reveals her secrets to Auspex. Intimate contact gives a
forges a sympathetic link it and the vampire. The bonus to the vampire’s roll equal to his Auspex rating.
vampire can use Feral Whispers on her familiar at
any time, over any distance, communicating silently
or issuing commands at any range. Though she Beast’s Hackles •
must still roll to see if her familiar interpreted her The Beast focuses on danger and weakness. A
command, the animal does not resist. vampire who borrows his Beast’s senses can use
that focus to know if someone is about to attack
Auspex her, or to pinpoint the weakest person in the room.
The Beast is sensitive to things that other people
Auspex turns the Beast’s predatory instincts cannot normally see; using this Discipline can pierce
loose on secrets, finding points of weakness and Obfuscate with a contested Blood Potency + Auspex
hidden gems that the vampire can exploit to his vs. Blood Potency + Obfuscate roll.

Life After Dark 29


Cost: Varies; the first use in a scene is free, but things that she doesn’t want anyone else to know. What
subsequent uses in the same scene cost 1 Vitae each. the vampire does with that information is up to him.
Dice Pool: Wits + Empathy + Auspex Cost: Varies; the first use in a scene is free, but
Action: Instant subsequent uses against the same target that scene
cost 1 Vitae each.
Roll Results
Dice Pool: Intelligence + Empathy + Auspex
Dramatic Failure: The player asks a question as
though he had rolled a success; the Storyteller should Action: Instant
give false or misleading information. Roll Results
Failure: The vampire’s senses cloud; his Beast Dramatic Failure: The player asks a question as
doesn’t see any immediate point of weakness. though he had rolled a success; the Storyteller should
Success: The player can ask one question of the give false or misleading information.
Storyteller. The Storyteller’s answer should include Failure: The Beast unveils no secrets. Does the
the imagery conjured by the Beast to convey the victim really have nothing to hide?
answer. This level of Auspex can only answer Success: The player can ask the Storyteller one
immediate questions about danger or weakness; question per success. The Storyteller’s answer should
the sample questions below cover much of the include the imagery conjured by the Beast to convey
information the Beast can provide. the answer. This level of Auspex focuses on questions
Exceptional Success: The player can ask two the secrets and weaknesses of a single character.
questions. Exceptional Success: The images give the vampire
Sample Questions further insight into the questions asked.
• Who here is the most likely to give me what I Sample Questions
want? Blood throbbing through the victim’s • What is this person’s mood? A flash of emotion
jugular vein. The sound of jingling coins from on the victim’s face. A smell that the vampire
the victim’s pocket. associates with the emotion — the smell of fresh
• Who/what here is most likely to lapse into blood signifying rage, the sound of grinding stone
violence? The victim’s hands stained with signifying isolation.
blood. The smell of gunpowder wafting from • What is this person afraid of right now? Shock
the victim. as lights suddenly shine on the victim. The sound
• Who here is most afraid? The smell of urine of dogs barking.
from the victim’s pants. A whimpering sound • What is this person’s Vice/Requiem? The
from the victim. whispering sound of conspiracy. The smell of drugs
• Who/what here is most likely to hurt me? wafting off a junkie.
Blood drying on a car crusher. Waves of hot • What is one of this person’s Derangements?
rage boiling off the victim. A sudden feeling of incredible depression. Shifting
• Who here is closest to frenzy? The victim’s walls and colors as if in a hallucination.
face twists into a frenzied rictus. The taste of • Is this person a diablerist? The smell of brimstone
hot bile when facing the victim. and clotted blood. Thick black blood dripping off
• Is a vampire here using Auspex •••••? A pall the victim’s chin.
of grey smoke hanging in the air. A feeling like • Is this person being controlled by someone
someone walked over the vampire’s grave. else? Marionette strings leading from the victim’s
limbs up to the ceiling. A whispered voice that tells
the victim what to do as she acts.
Uncanny Perception •• • Is this person a supernatural creature — and if
The vampire focuses on a single victim, peeling I have seen them before, what is she? The taste
back the layers of lies and misdirection to the truth of torn flesh. The glowing halo of a mage’s nimbus.
underneath. The Beast sniffs out the victim’s dark secrets,

30 Vampire: the Requiem Jump Start


• Who here does this person want to hurt most? making it possible to disarm or damage an
A bloody dagger drops from the victim’s hand, opponent in the instant before they act.
pointing to the answer. The taste of bile when It may be a movement, which allows the
looking at the target of the victim’s ire. vampire to dodge harm merely by shifting out
of reach. The decision to interrupt is made
Celerity after another character’s intended action is
declared, but before it actually occurs (i.e.
Vampires can cross vast distances in the blink of before they roll). Once the interrupt action
an eye, catch a thrown punch before their attacker is taken, the enemy must continue with their
has even moved a muscle, or snatch a gun barrel away action as declared, even if it is no longer viable.
from a man’s temple before he can pull the trigger. Celerity cannot interrupt reflexive actions,
Celerity makes a vampire so fast that it’s as if she or actions of which the vampire is unaware.
never has to move at all. Finally, a character may not interrupt more
Cost: None (or 1 Vitae per effect) actions in a scene than she has dots in
Dice Pool: None Celerity.
Action: Reflexive • Multiply her speed by her Celerity rating plus
Duration: Turn or permanent one. For example, a character with two dots
of Celerity and a Speed of 9 has an effective
Like other physical Disciplines, Celerity has two
27 Speed for the turn. Moving in this way is
types of effects: passive and active. Passive effects are
sudden, jarring, the vampire appears to move
“always on.” Active effects require Vitae to be spent
from point to point without crossing the space
and actions to be used.
in-between. This can therefore be activated to
Passive: Add the vampire’s dots in Celerity to her briefly avoid detection or to launch sudden
Defense, and to the Wits or Dexterity + Athletics surprise attacks.
roll when defending actively. Celerity also permits
feats of evasion far beyond human reflexes, such as
dodging gunshots. Any time a Firearms or Athletics
attack denies the character her normal Defense, the
Dominate
The Beast demands obedience from lesser creatures.
attacker takes a penalty on the attack equal to her
It slips into the Kindred’s voice, modulating his tone
celerity rating. The vampire must still be aware of
and his words to control anyone it can. It progresses
an incoming attack, and capable of evasion for the
from the simple barked commands of a guard dog or
benefits of Celerity to apply. If she is restrained,
a drill sergeant to creating false memories of whatever
slumbering, or otherwise unable to respond, Celerity
the vampire desires — or letting her steal her victim’s
offers no advantage.
body to walk in the sunlight once again.
Active: By spending a point of Vitae for each
effect, the vampire may reflexively do one or more
of the following. Mesmerize •
• Immediately move to the head of the initiative All a vampire has to do is meet her victim’s eye to
queue. If this function is employed as an catch him in her thrall. Her control isn’t obvious;
opening move, before combat begins, it is she just asks him to do something and her victim
still necessary to roll initiative, despite being acquiesces. He could unlock a door, pass her a gun
assured to act first. This boost in initiative — or forget ever meeting her. Some cruel vampires
lasts only a single turn, after which point mesmerize passers-by just to take the rap for their
characters return to acting in the rolled order. crimes.
If multiple vampires attempt to jump ahead
Cost: None
simultaneously, they roll Blood Potency +
Celerity and act in order of their results. Dice Pool: Intelligence + Expression + Dominate
vs. Resolve + Blood Potency
• Spend her own action to interrupt the action Action: Instant
of another character. This may be an attack,

Life After Dark 31


Roll Results doesn’t extend to commands that rely on the victim’s
Dramatic Failure: The victim sees through the interpretation. The victim takes the Dominated
vampire’s attempt to control his mind, emboldened, Condition and will follow the vampire’s commands
he gains the Steadfast Condition. as soon as she finishes speaking them. He continues
to follow the order until he has completed his task,
Failure: The vampire’s victim proves stronger-
or the sun rises. A few Kindred use Iron Edict to
willed than she’d thought.
issue a simple command, such as “Obey my direct
Success: The vampire holds her victim’s gaze instructions when I give them to you,” which
for just a second, but it’s enough to inflict the effectively gives them control over the minion for
Mesmerized Condition. longer than Mesmerize — though it doesn’t extend
Exceptional Success: Your control flows over the the duration of the Mesmerized Condition.
victim’s brain like water. They want to do whatever
you say. You can issue a command in the same action
as mesmerizing your target. Majesty
Once she has inflicted the Mesmerized Condition, Majesty amplifies a vampire’s force of personality,
the vampire can command the victim as an instant making people like him and want to make him happy
action. Her commands can’t be longer than three or even though normally they wouldn’t give a shit about
four words, and she has to be direct — her control him. They like him and want to be around him just
doesn’t extend to issuing vague commands. “Follow because it makes them feel good. Using Majesty isn’t
me,” “Shoot your husband,” and “Repeat after me…” like leaning forward and slipping a command behind
are all suitable commands, while “Forget,” “Submit,” a human’s eyes, it’s arranging the world so that people
and “Do my bidding” have too much room for will kill — or die — for his attention.
interpretation. She can even mess with the victim’s
memory, making one statement about the current
scene that victim will remember as truth. While
she can still only use simple and unambiguous
Awe •
commands, she can pack a lot of changes into four Awe shines a spotlight on the vampire even in
words: “You killed that man” and “I was not here” a crowded room. He’s the most important person
combine to frame the victim for murder. around and people want to be around him. Awe
creates an aura of power, a sense that the vampire’s
important, like a billionaire playboy or a movie star.
He could be wearing tattered clothes, with open
Iron Edict •• wounds and his face caked in shit but people still
Once she’s got a hotline into her victim’s mind, the think he’s more important than them, and they want
vampire can take some time to play with his thoughts to be around him.
and memories. While it takes more of her power to Cost: None
relay complex commands, she goes from jerking her
Dice Pool: None
victim’s strings to controlling him like a puppeteer,
making his ever movement dance to her tune. Action: Instant
Cost: 1 Vitae; none if victim is in Viniculum with Roll Results
the vampire Dramatic Failure: Sure, the vampire’s the center of
Dice Pool: None attention, but for all the wrong reasons. People think
Requirement: The vampire must have inflicted he’s a boor or a slob, grabbing the limelight rather
the Mesmerized Condition on the victim than waiting for it to be shone upon him. For the rest
of the scene, he has a −2 penalty to all Social rolls.
Action: Instant
Failure: The spotlight finds someone else, or the
The vampire can issue a longer command to a vampire’s audience isn’t swayed yet.
Mesmerized victim. This edict can be up to three
sentences long, and can include a successive series Success: All eyes fall on the vampire, and nobody
of actions. The command takes two turns per cares what he’s doing. For the rest of the scene, he
sentence. As with Mesmerize, the vampire’s control suffers no penalties to Social rolls from his actions or

32 Vampire: the Requiem Jump Start


appearance — even if he’s just beaten another
man to death or waved a gun in a crowded
nightclub. Given a chance, he can talk his way
out of minor criminal offenses and almost
any social faux pas. As the center of attention,
he adds his Awe raiting to any Presence rolls
when talking to people around her. Anyone
paying attention to him subtracts his Awe
rating from any Wits + Composure rolls to
notice anything other than the vampire. With
a word, he can summon anyone in the room
to his side — not by any mystical compulsion,
but by making her aware that he wants her
to approach.
Exceptional Success: It feels good to have
people looking at him. The vampire regains
a point of Willpower.

Confidant ••
A vampire doesn’t have to shout to be
heard, and in a crowd that he’s already Awed,
sometimes speaking quietly is the best way
to get attention. With little more than a
soft voice and a knowing look, the vampire
brings someone new into the fold as a trusted
confidant.
Cost: None
Requirement: The vampire must have
used Awe on the victim.
Dice Pool: Presence + Empathy + Majesty
vs. Resolve + Blood Potency
Action: Contested; resistance is reflexive
Roll Results
Dramatic Failure: The vampire slips up,
letting some of what he wants the victim to
feel leak back into himself. He’s affected by
the Swooning Condition for the victim.
Failure: The victim doesn’t feel that she’s
worthy of joining the vampire’s inner circle
just yet.
Success: The vampire successfully charms
his victim. She gains the Charmed Condition.
Exceptional Success: It’s incredibly hard to
resist the force of the vampire’s personality.
The victim’s Charmed Condition lasts for
nights, rather than hours.

Life After Dark 33


covered in blood. These illusions can only affect two
Nightmare senses each, and must be small — no larger than a small
The Beast doesn’t need fear. Fear is rational, dog, and no louder than a shout. They only last for
understandable — a reaction to a presented stimulus. a turn or two at most, but they’re always unsettling.
Any idiot can make people fear them. Nightmare The vampire chooses who can see each illusion, and
indulges the Beast’s desire to cause abject terror. she can only project one at a time. Though equal
It starts slowly at first: just for a second, you see parts frightening and disgusting, the illusions cannot
a human face in the path of a circular saw. Your themselves cause any harm or significant pain.
keyboard feels unaccountably warm and fleshy, but
when you look down it’s fine. Walking down the
street the shadows fall at the wrong angles. You bump
into someone, an old friend from your childhood,
Face of the Beast ••
and all you can do is run and scream. You fall into All it takes is a glance, and the vampire can
the arms of your wife, shaking and sobbing, but she’s magnify one of his victim’s fears to truly horrifying
holding you too tight and she smells wrong. Your levels. If she knows what sort of things her victim
daughter comes up behind you and sinks her teeth fears, she can choose to magnify that fear specifically,
into your thigh. You scream in pain and bolt out of otherwise, she inspires an unguided terror that flares
the door. Looking back, you see your daughter’s face. up in the victim’s heart without her knowing precisely
what he’s afraid of. Whatever the case, the victim
Only then does the real terror begin.
flees immediately.
Cost: 1 Vitae
Dread Presence • Dice Pool: Presence + Empathy + Nightmare vs.
Composure + Blood Potency
Everyone around the vampire feels the world go
Action: Contested; resistance is reflexive.
slightly wrong as she exudes a deeply unsettling
aura. Even if they barely notice her, they feel a wave Roll Results
of fear and uncertainty. The world seems colder, Dramatic Failure: Something goes wrong. Though
everything’s just that bit more distant. People feel the victim sees visions of his fear made manifest, and
like someone’s watching them even when they’re stares them down. He regains a point of Willpower.
otherwise alone, and for just a second they see Failure: The victim’s fear troubles him, but he
horrible truths manifest in the world around them. doesn’t flee
Cost: None Success: The victim gains the Frightened
Dice Pool: None Condition. If the vampire activates Dread Presence,
Action: Instant she can designate himself as the source of the victim’s
fear.
The vampire exudes an aura of fear for the rest of
the scene that gives her a number of benefits. She Exceptional Success: The vampire gains a vision
adds her Nightmare dots to all mundane Intimidate of precisely what the victim is so afraid of. While this
rolls. People around her subconsciously register her has no mechanical advantage, it gives her something
as the cause of their fear, and they shy away from else to exploit.
her. Her victims can act against her but their hearts
aren’t in it — they can’t spend Willpower to bolster
their actions, though they can still use it defensively.
Obfuscate
A Kindred can lash out against this aura of fear with The Beast is a hidden killer. It lurks just below
his Predatory Aura, if he succeeds, he isn’t affected the surface, unnoticed by its prey until it’s too late.
by Dread Presence. Just another man in the street, entirely faceless. Just
As a reflexive action, the vampire can conjure another woman passing by. Why can’t you remember
brief illusions. One person’s food looks rotten and what they looked like? One of them turns, and you
maggot-ridden, another raises her steak-knife but sees can’t quite see his face, but he’s walking towards you.
a murder victim’s head on his plate. A woman reaches Another second and he’s grabbed you. His teeth sink
for a doorknob but when she pulls her hand back it’s into your neck and all you can think is “why won’t
anyone do anything? Why won’t they help me?”

34 Vampire: the Requiem Jump Start


Obfuscate is the reason you’ll never be sure that
you’re alone again.
Touch of Shadow ••
With just a touch, the vampire can extend the
muted attentions of Face in the Crowd to an object
Face in the Crowd • or animal, rather than himself. His subject fades out
— if he occludes a desk, people subconsciously register
The vampire can turn his Predatory Aura inwards, that it’s there and won’t bump in to it, but they
walking through crowds of people who pay him no can’t recognize what’s right in front of them unless
heed. As long as he doesn’t do anything to obviously the vampire forces them to interact with it. Even a
draw attention to himself, nobody notices him. forensic team would only remember seeing a desk
He’s just one more person on the street, part of the if they examined photos of the scene after the fact.
night-life of the city. People don’t shy away from him
Cost: 1 Vitae
because of what he’s wearing or what he looks like.
He’s just part of the city, like the rats and the graffiti. Requirement: The vampire must touch the object
he wants to occlude, in the case of an unwilling
Cost: None
victim, the vampire must roll to touch his opponent
Dice Pool: Wits + Stealth + Obfuscate (Dexterity + Brawl - opponent’s Defense). The
Action: Instant person or object cannot have Size greater than the
Roll Results vampire’s own (but see Suggested Modifiers).
Dramatic Failure: Something about the way the Dice Pool: Wits + Larceny + Obfuscate
vampire walks or how he looks draws people to Action: Reflexive
him. He sticks out like a sore thumb. Anyone who Roll Results
was present during the scene will remember seeing
Dramatic Failure: Something draws people’s
him there.
attention to whatever the vampire wanted to hide.
Failure: The vampire’s no more a face in the crowd It’s the first thing they notice when they come onto
than usual. the scene, and they want to find out more about it.
Success: For the rest of the scene, people’s eyes just Failure: The object or creature doesn’t fade into
slide off the vampire. People can tell that someone’s the background just yet.
there, but they don’t remember who he is or what he
Success: For the rest of the scene, people’s eyes slide
looks like; he’s just “some guy,” average height and
off the object. The vampire can affect an inanimate
build, average hair, average clothes. Unless the vampire’s
object or animal with the same effects as Face in
doing something to draw people’s attention — pulling a
the Crowd — people subconsciously register that the
gun, or screaming at people — or he’s in a place where
subject is present, but they’re not actively aware of it. If
someone doesn’t expect anyone else to be, everyone
an observer is forced to deal with something affected
around him ignores him. They don’t care what he’s
by Touch of Shadow — being thrown into an occulted
carrying; he could walk down the street with an assault
table or door, or bitten by an occulted dog — that
rifle strapped across his back or a body slung over his
observer can then recognize the subject’s existence.
shoulder, and as long as he doesn’t use them to draw
attention, nobody particularly cares or remembers. If Since people have a hard time noticing occluded
he’s violent towards someone — if he punches someone objects, the vampire can hide behind an object
or starts feeding in a crowded subway station — his affected by Touch of Shadow to remain unnoticed.
victim will notice but everyone else must score more In order to notice the occluded object, observers must
successes on a Wits + Composure roll than the vampire roll Wits + Composure and score more successes
did on his activation roll to notice the vampire. The than the vampire gained on his roll to activate Touch
vampire’s Predatory Aura seemingly disappears so that of Shadow. A living creature affected by Touch of
other vampires can’t sense it. Shadow can see anything else that the vampire has
Obfuscated without a roll.
Exceptional Success: The vampire doesn’t stand
out to anyone watching, even if they’re looking at Exceptional Success: The victim of this power
photographs or video featuring him. doesn’t stand out to any observer, even if they’re
looking at photographs or video featuring him when
the power was active.

Life After Dark 35


Suggested Modifiers her haven loses. When she takes her first point of
lethal damage she emerges from the ground, unable
-1 Increase the maximum affected Size by 1
to hold herself in.
-2 Increase the maximum affected Size by 2
-3 Increase the maximum affected Size by 3
Predatory Aspect ••
Protean All the vampire has to do is give in just a little bit,
Every vampire is one bad day away from giving in and her Beast can slip into her flesh, warping her
to the Beast. Some keep the creature leashed within, body into a monstrous form. While every Gangrel’s
holding it back and only letting it out to prey on the Beast is different, the ways it manifests usually takes
weak. Others indulge their Beast, reveling in their inspiration from a predatory animal of some form.
descent from an undead thing yearning for its grave Some twist their bodies to run on all fours like
to a force of savage power. A Gangrel who attains a wolf, while others take on the rough scales and
the pinnacle of Protean becomes a formless creature, electrosense of a shark.
nothing more than smoke and hunger. Cost: 1 Vitae
Dice Pool: None
Action: Reflexive
Unmarked Grave • By spending a point of Vitae, the vampire can
With a silent command, the earth itself yawns manifest a small host of bestial traits. When she first
open to embrace the vampire. She merges with the learns Predatory Aspect, she picks three adaptations
ground, becoming immune to almost any harm. She from the list below. From then on, she can manifest
can remain there indefinitely, waiting in a cocoon of any or all of these changes for the rest of the scene
stone until the time is right for her to emerge. She by spending a point of Vitae.
does not have to find stone or mud, she can just as If none of these adaptations make sense for the
easily slip into concrete — as long as she has servants character, the player and Storyteller should work
willing to feed her while she rests. together to create new ones, using these as guidelines.
Cost: Varies; 0 for soil or earth, 2 for concrete, • Aquatic: Growing webbed hands or slick
4 for metal scales, the vampire can swim at the same
Dice Pool: None Speed he can run on land.
Action: Instant
• Claws: Sharp claws grow from the vampire’s
The vampire sinks bodily into the earth, for as fingers. They give a +1 weapon modifier on
long as she desires. Once interred, she’s mostly all Brawl attacks; as weapons, they deal lethal
insensible to the outside world, though she can damage to mortals.
remain conscious if she so wishes, and has a sense of
the ground above her — she’s well aware if someone • Enhanced Senses: Taking on a hawk’s eyes or a
tries to concrete over her hiding place. Her Kindred dog’s sense of smell allows the vampire to hear
Senses continue to function, and she remains capable heartbeats and see or smell blood as though
of sensing the Predatory Aura. Her safe haven means his Blood Potency were two dots higher.
another vampire’s Predatory Aura can’t force her • Extra Sense: The Kindred grows extra sensory
into a fight-or-flight reaction. Should someone spill organs, giving her tremor sense, echolocation,
blood or Vitae upon the ground, she can absorb it. or electroperception that allows her to ‘see’
The ground dilutes Vitae enough that it can’t result without using her eyes, and that give her a
in a blood bond, but to a Vitae-addicted vampire 360-degree field of vision.
just the taste might be enough to drive her out of
the ground, thirsty for more. • Patagia: By growing a flap of leathery skin
The only way to harm the vampire is to damage or between her arms and torso, the vampire can
destroy the ground she resides in; she takes one point glide — as long as she falls at least ten yards,
of bashing damage for each point of Structure that she can travel thirty yards horizontally, and
she takes no damage from the fall.

36 Vampire: the Requiem Jump Start


• Prehensile Tail: The vampire grows a long,
prehensile tail. She can use it to grab things as
Resilience
though it were an extra arm, though it doesn’t The Kindred are walking corpses, free of the
have a hand and can’t be used for fine-motor frailties of a mortal form. Their bodies are capable
tasks like unlocking a door or firing a gun. of great endurance, but Resilience takes that
endurance beyond “great” and into “impossible.”
• Quadripedal: Longer arms and shorter legs
With Resilience a vampire could continue to act even
allow a vampire to run on all fours like a
when his body has been reduced to little more than
cheetah or wolf. When running on all fours,
bone and tendon.
add +4 to her Speed and double all jump
distances. Cost: None (or 1 Vitae per effect)
Dice Pool: None
• Climb: The vampire grows hundreds of insect
Action: Reflexive
legs, claws on his feet, or tiny barbed hairs on
his body that allow him to move freely across Duration: Turn or permanent
walls and ceilings without an Athletics roll. Like other physical Disciplines, Resilience has two
A character can change her adaptations by types of effects: passive and active. Passive effects are
spending a day in her Unmarked Grave and spending “always on.” Active effects require Vitae to be spent
one point of Vitae for each adaptation she wants to and actions to be used.
replace. When she changes adaptation, the player Passive:  Add the vampire’s resilience dots to his
should work to maintain the theme of a specific Stamina. This can raise the character’s effective
predatory creature — though she may pick a different Stamina above the normal limits imposed by his
predator to copy when the vampire’s adaptations blood potency. Additionally, whenever the character
change. receives aggravated damage, downgrade a number
of points of that damage to lethal before marking
it on his health track. This applies to all damage

Life After Dark 37


from fire, as well as other acquired banes, but not
sunlight. Resilience offers no reprieve from the sun’s
Vigor
blazing eye. While all Kindred possess the power to bolster
Active: By spending a point of Vitae for each effect, their might in short bursts, Vigor allows some
the vampire may reflexively do one of the following. vampires to kick like a freight train or rend steel with
Effects last until the start of the vampire’s next turn. their bare hands.
No effect of Resilience may be invoked more than Cost: None (or 1 Vitae per effect)
once in a scene. Dice Pool: None
• Subtract the character’s Resilience dots plus Action: Permanent (or Reflexive)
one from all sources of damage other than Like other physical Disciplines, Resilience has two
fire or sunlight. This is mechanically, but not types of effects: passive and active. Passive effects are
aesthetically, similar to armor. The vampire’s “always on.” Active effects require Vitae to be spent
flesh does not harden, nor do blades and and actions to be used.
bullets bounce harmlessly away. Rather, the Passive: Add the character’s dots in Vigor to her
vampire’s body operates despite grievous effective Strength rating.
injury. Even damage completely by Resilience Active: By spending a point of Vitae for each effect,
still leaves apparent wounds. Huge gashes, the vampire may reflexively do one of the following.
shattered bones, and gaping holes are all No effect of Vigor may be invoked more than once
typical. Regardless of their apparent severity in a scene. Effects last until the start of the vampire’s
such wounds do not inhibit the vampire. next turn.
These wounds remain until healed with Vitae
(a single point will do), or until the vampire •Add his Vigor dots as a weapon bonus to
next slumbers. all Athletics, Brawl, and Weaponry attacks
made this turn. This can put enormous
• Subtract the character’s Resilience dots from strain on weapons, especially if the tool is
all damage suffered from fire (though not not one generally intended for heavy hitting.
sunlight). As with the previous features, visible Improvised weapons are likely to break after
signs of damage remain. Even if a vampire a turn or two of this kind of use.
took no damage while dashing through an
inferno, they still emerge a blackened corpse. •Lift and hurl objects normally too unwieldy to
Visible wounds remain as above. use as weapons, such as people and even cars.
Any object the vampire can lift, can be used
as an improvised melee or throwing weapon.
Improvised weapons have a weapon bonus
equal to their Size. Objects with Size greater
than five deal lethal damage to mortals, while
those with Size ten or more deal lethal even
to the kindred.

38 Vampire: the Requiem Jump Start


Into The Void
This isn’t the end of the war. This isn’t the fall of the Maybe in their dead hearts and kinked-up bowels
Third Reich with Hitler painting the bunker walls with lurks a glimmer of instinct that tells them the truth:
his fucked-up brains—nobody’s going to cheer in the streets. the Prince is a bastard and monster, yes, but he is also
You’re not going to hear the Lollipop Guild doing its the cork in a bottle. In the bell of that bottle lurks
rendition of “Ding Dong The Witch Is Dead.” What you a grim swarm of horror, and anybody who deigns
did was kill the jailer. Sure, the warden was an asshole. But to pop that cork will find that the shadows within
he kept all us monsters in check. You didn’t think about are now the shadows without. The Prince has been
that, did you? Now he’s gone, the cages are all open, and holding this city back from its own baser instincts
it’s time for the monsters to run free once more. We’re all for decades now. Hasn’t anyone noticed the relative
bad, bad people—do you really want to see what kind of stability, the continuing Masquerade, the unbroken
party we throw? Elysium? Do they think that all happens magically on
its own? Nobody’s suggesting the Prince is a hero, but
Introduction to suggest that he doesn’t play his role is tantamount
to a child’s illusion.
At the top of it all, sitting comfortably at the zenith And now somebody’s gone and fucked that all up.
of the city’s nocturnal hierarchy, is the Prince. The In fact, the players’ own characters are the ones
Prince—in this city and others—represents an unholy who screwed it all up. They are the conspirators who
host of things to the vampires beneath him: The bring the Prince down, not realizing that what they’re
Prince is oppression, the Prince is brutality, the doing isn’t setting the city free—but rather, setting
Prince is solipsistic self-interest, the Prince is hunger the monsters free.
and callousness and fascism. (Or, as the youngest
This product is about what happens when the city
Kindred might say, “The Prince is a dick.”)
suffers a major void of power, and about navigating
It’s all true, of course. The Prince represents all of the horrors that swiftly move to fill that void.
those things. He is a corrupt figure, not at all noble.
He is mired in his own desires. The Prince is lord
of those younger than him and bulwark against (or
slave to) those elders above him.
What’s Inside
This scenario is broken down into three sections:
So everyone wants the Prince gone. The covenants In this Introduction you’ll get the background of
don’t like that he pushes his agenda above theirs. The the story to come, the full write-ups of the Storyteller
clans not represented by the Prince’s own lineage want characters and some other general notes.
to see themselves on the pedestal of power. The elders
The Scenes of the story are the heart of the action.
grow weary that this wicked upstart is a constant thorn
Because of the way in which storytelling games can
in their side, the ancillae see themselves as the bloated
flow, these scenes are modular and provide you with
and discarded middle class, and the neonates think…
a framework upon which you can improvise, rather
well, they just think, “Fuck that guy.”
than locking you into rigid patterns.
So it is that night after night, year after year,
The Scene Cards at the end of the scenario are
whispers circle the city—carried forth by hollow
a quick-reference resource for you to use as the
conspirators and chattering Harpies—of plans to kick
Storyteller. If you don’t have the option of printing
the pyramid out from under the Prince and let him
up the entirety of Into the Void, you can just print
fall on his own sword (or stake, as it were).
up the scene cards instead and use those to get the
Everybody talks about getting rid of the Prince. overall gist of the story.
Few, however, actually make it happen.

Into the Void 39


themselves, they damn well better try to find the
Treatment Prince’s “box of secrets” before someone else does.
The adventure begins with a bang: In the very first Or before the city cannibalizes itself and is left a
scene, the characters off the Prince. It seems like a bloodless corpse.
moment of triumph, but the victory lap is short-lived.
Morning comes, and by the following evening,
the truth has been loosed upon the city: the Prince
A Chapter in
is dead—really, truly, finally dead. The jailer is gone.
The result? Chaos. Vampires feed wantonly. Political
Your Chronicle
maneuverings cast aside all pretense of subtlety— This game is certainly well-served by becoming
you can’t call it “backstabbing” if the stake goes in an organic part of your pre-existing Vampire: The
through the chest. The clans and covenants all set Requiem chronicle. To do so isn’t particularly
to a boil: They want power, and they want it now. difficult, but will take some maneuvering to ensure
As the nights worsen, as the madness escalates, the that this adventure is a natural part of the story’s flow.
Masquerade strains at its stitches to contain it all. First, be advised that the characters in this game
The human response is already rising to the surface are meant to be of a fairly high-level. These are not
as the herd unknowingly seeks to countermand the neonate characters; they are potent ancillae or young
deepening shadow. elders, most likely.
Somewhere it becomes clear: the Prince had a very Second, the conspiracy to bring down the Prince
tight grip on this city. The response to any deposition isn’t something someone concocted overnight.
of leadership is usually a period of chaos, but this is Whether the characters birthed this conspiracy on
fucking nuts. This Prince had something special going their own or they are shepherded forth by a Patron
on—some factor of control that went well beyond the character (the Patron is described later in this
norm. And so, early on in the adventure the players document on p. 43), it didn’t come from nothing.
learn the truth: the Prince had orchestrated power The resentment and the hunger for power have been
and wrested control from the other vampires in the simmering for a long while. It is worth taking time
city by holding their darkest secrets above their head. not only to think about how this will build up but
He went well above and beyond the call of duty in also taking a number of game sessions to actually
learning the vulnerabilities and discovering the start the ball rolling. Yes, this adventure begins
closeted skeletons of the city’s vampires, from the right in the thick of it, but the overall story doesn’t
lowliest neonate worm to the eldest sanguinary scion. have to. If the players are on board, you can build
And now that he’s gone, the puppet strings have up to the first scene (“The Perished Prince”) over
been cut. the course of several game sessions.
But those secrets remain; the Prince had them Third, it’s worth putting into play a relationship
concealed somewhere in the city. If the players hope with the Prince—his demise will feel all the more
to restore order to the city and claim leadership for organic and affecting if the players get to witness
the man in action.

Background and Setup


Some pieces of information should be made to them whether or not they care to walk through it.
available to the vampires right off the bat, with no In this case, you want to show them how the Prince
roll necessary. has been keeping order in the city without explicitly
stating it. The backstory is therefore a good place
A Hint of the Truth to set this up.
Characters (and by proxy, their players) want to feel Someone in the last ten years went against the
active, not passive—they should not be dragged along Prince. He or she (hereby known as The Defiant)
to the truth but rather shown only the door. It’s up stood up against the Prince’s presumably draconian
policies and, three nights later, was beheaded on a

40 Vampire: the Requiem Jump Start


rooftop, body turned to ash, skull left as a charred
artifact. Seems a not unusual course of events—defy
The Set-Up
the Prince, end up decapitated—but how those three The story begins in the set-up. It’s where you’ll
nights unfolded is what was unusual. provide the narrative impulse to get the game
Various power players across the city received moving. Backstory is important, but don’t focus
packages. These packages were all different, and all on it. The springboard to action (and thus, player
seemingly tailor-made for the recipients. interest) starts here.
Each package was reflective of The Defiant in
some way. Dark Secrets
One package revealed a recorded conversation The Prince possesses a treasure trove of secrets.
where the Defiant badmouthed and conspired against He has something on every vampire in the city: haven
a powerful Crone Hierophant (who received the tape). locations, access codes, duped SIM cards, recordings,
A second package showed a map to (and of) the documents, blurry photos, letters—the works. He has
Defiant’s haven and was sent to various neonates something different on every vampire.
across the city. Before play, discuss separately with each player
A third package revealed forensic evidence that exactly what he might have on them. Have the player
the Defiant was the malefactor responsible for the clearly identify up to three dark secrets that few others
Final Death of a young vampire who happened to know about the character. (It’s ideal if these dark
be the child of a prominent elder. (And who got that secrets remain hidden from the other players and
evidence? You guessed it: the prominent elder.) their characters.)
A fourth package was sent to the Prince. The The player may have an idea, or may be willing to
evidence within revealed various Masquerade offer the Storyteller a little creative license in coming
breaches committed by the Defiant, his coterie and up with some dangerous or deranged backstory for her
his childer. character that has yet remained unknown.
So, when the time came and the Defiant wound up If you require it, work a roll into the mix. Have
headless and burned, nobody can really say for sure the player roll her character’s Manipulation + Stealth
exactly who did the deed because out of nowhere a dice pool. Failure indicates that the Prince had three
whole lot of vampires suddenly gained motive. pieces of evidence serving to illuminate three of the
The truth of the whole thing is that the Prince was character’s darkest secrets. Success drops this number
the one who had all this information and was the one to one revealed dark secret, whereas an exceptional
responsible for putting it into the hands of the city’s success means that the character was lucky enough to
vampires—but he put it into his own hands publicly, have scraped by without the Prince ever having any
thus attempting to draw attention away from himself. evidence; whatever lies in the Prince’s box of secrets
The city’s vampires don’t know this, of course. is inconclusive and ultimately useless.
Some may have a suspicion, but that’s all they have to Why does this matter?
go on; the situation remains hidden behind clouds of First, no vampire wants to learn that another
rumor. The player characters probably know the core vampire holds secrets over their head. Yes, the Prince
of the situation: the Defiant went against the Prince gets offed after the first scene, but it won’t be long
publicly, then was the target of some kind of smear before the players learn about the box of secrets (if
campaign just before he got his ass handed to him. they didn’t already know of it). Clearly the Prince had
If you don’t have this story connected to your a threat in place: you mess with him, you get your
pre-existing chronicle, that’s okay, we have it secrets released into the wild. Even if that’s not the
covered: the Defiant’s name was Kunz and he was case, that still means the characters’ darkest secrets
a firebrand Carthian who refused to be contained. remain “out there” for any other vampire to discover.
The important thing to note is that he wasn’t some Second, the final scene of this piece—provided
small fish in a big pond: he was a powerful ancilla the characters make it that far—reveals a pivotal
with notable connections and ambitions. It shows problem. The players’ characters don’t know one
that even those with power can have it snatched away another’s dark secrets—though, let’s be honest, they
at the last moment. probably want to. That final scene, when the vampires

Into the Void 41


discover the box, is a turning point. Do they agree • Status and Allies. W hat’s often more
to burn the box? Throw the secrets wide open? How important than material reward is political
can they negotiate one another’s vulnerabilities? It’s and social reward. A vampire is only as good
like a minefield. as her place in the hierarchy, and if offing
Now, if you’re not really into those games where the Prince improves that for her in a big way,
treachery and duplicity come into play at your the idea becomes a lot more seductive. Note
own gaming table, we understand. In that case, that this could go either way: it’s possible
we recommend removing the characters from this that the character has been put to the task by
equation. Reframe the story so the reason the another individual. “Destroy the Prince and
characters are the ones to go after the Prince is the Bishopric awaits you,” or “Cast him into
because they have nothing to lose. He never got Final Death and I shall owe you the biggest
secrets on any of them and so they remain protected. favor you could imagine.” Alternatively, the
character may believe that offing the Prince
will yield status and allies in much the same
Motivations: What’s at Stake? way that a knight slaying a dragon might be
Killing another vampire is a big deal. And it’s viewed as a hero. Obliterating the Prince is
generally a big “no-no” in terms of keeping order and surely the way toward a bump in status, is it
maintaining the Masquerade. not?
Killing the Prince is therefore the extreme fringe • Secrets. In general, the city’s vampires don’t
of this— if murdering a common vampire is a scary know that the Prince has a box of secrets—and
proposition, offing the Prince is pretty batshit. those that do don’t necessarily know he has
Thus it’s important upfront to establish the something on everyone. It remains possible,
motivations of the characters. They aren’t just doing however, that one or all of the characters do
this for kicks. This is serious business that demands know this. If one of them thought to stand
serious motive. against the Prince (perhaps on a political
It’s okay if each character has a separate motive, issue), then it’s likely that the Prince would
but it’s just as okay if they share a single motive. (In have issued a warning that hinted at his cache
the latter case, it’s recommended that the characters of dark secrets. As a result, it’s very possible
belong to one coterie as opposed to merely being that the motivation to attack and destroy the
co-conspirators). Prince is to reclaim and liberate those secrets
Here you’ll find a handful of potential motivations for themselves—either to bury their own dark
that drive the characters. This is not an exhaustive secrets or to exploit the secrets of others.
list and you’re encouraged to come up with your own. • Revenge. Any Prince makes enemies. You
Moreover, they aren’t exclusive to one another and in can’t make a city without breaking a few heads.
many cases can be combined to form an even more As such, revenge represents a perfectly viable
powerful motive. motive behind his execution. If a character
• Reward. Some vampires have moved past doesn’t like how the Prince done her wrong,
material reward, but let’s be honest: most well, revenge is a dish best served with an axe
haven’t. Money is great. So is territory. And fast to the neck.
cars. And blood dolls. A vampire may be willing • Religion. It’s naïve to think that only humans
to off the Prince for a reward—mind you, it’s kill one another over religion—vampires,
probably a very big reward, but that makes the already driven by their most basic instincts,
sting all the sweeter. The important thing to often view their religious beliefs with an
note here is that “reward as motivation” means almost reptilian sense of protectiveness.
that the task at hand is externally-driven; Consider that the Prince (as he’s shown here)
killing the Prince is, for the character, nothing is an atheist capitalist whose only gods were
personal. Someone else is the one pointing the blood and money. His policies on the two
character like a gun (and here we’ll refer you to ostensibly religious covenants within the
the “Patron” section on p. 43). city kept them largely politically neutered. It

42 Vampire: the Requiem Jump Start


makes sense, then, that a religious vampire Dragons in a city decide that they want the Prince
(or a character hired by just such a religious cast down, then they might all be in on it.
character) would want him out of the picture.
Alternately, if you’re using a Prince character
of your own design, that Prince might very The Cast
well be a Crone or one of the Sanctified, Below is a cast you can use for Into the Void.
earning his own brand of enmity from the We’ve only statted out a handful of characters, but
other side (think “religious crusade”). below that you will find a list of other vampires that
can “fill in” the remainder of the city’s hierarchy
• Puppet. Blood is addictive, and a lot of
if you don’t have one ready to go. These vampires
vampires are on the hook for it: many, in fact,
do not receive any stats, but each get a paragraph
end up in service to other vampires. One of
or so of information to help you drop them into
the characters may very well be acting at the
a scene or two. (Obviously, should they become
behest of a vampiric master: a mad elder, a
more important, feel free to give them stats when
crass Archbishop or a callous Hierophant.
appropriate.)
• Something Far More Sinister. Killing the
Prince is a significant enough event that it
may demand a truly sinister reason. In this, PRINCE TIBERIAS
you have unlimited options. Is the Prince a
sacrifice for some kind of blood demon? Is Quotes: “Oh-ho-ho. Come in. Have a drink. It’s been
one of the characters a diablerist? Perhaps too long. What’ll you have? Blood of an Englishman?”
the murder of the Prince is driven by the (Socialize)
mysterious sect known as VII, or one of the
“You have no idea what Hell you’ve opened up. Not
characters is possessed and controlled by a
just for yourselves, but for the whole city. Would you burn
foul Strix spirit. It could even be that one of
down a forest just to get a single fox?” (Intimidation or
the conspirator characters is nothing more
Empathy)
than an entropy-loving sociopathic monster
whose only desire is to see the city go down “Please. This has gone too far. You don’t want to do
in flames of chaos. this. I can help you. I can offer you so many things. Will
you listen? Will you wait?” (Persuasion)
Description: Tiberias is a hearty, physically robust
The Patron ruler—a plump gut beneath a broad chest, a tangled
This story works well without a patron character— top of red hair (coupled with a sideburns that look
as noted, offing the Prince is a big damn deal and is like fire leaping off his rough-hewn face), and hands
very likely born of personal motivations. that could crush a monkey skull. He carries himself
Of course, nobody said those personal motivations with a rakish, almost drunken charm.
had to be from the players’ characters—it’s possible It is a ruse, at least in part. Tiberias pretends to rule
that a Storyteller character in the city is the one as a sloppy, sometimes slovenly Prince—he enjoys his
harboring said motivations, and this character can food and his wine, but most of all he seems to enjoy
then become the group’s patron. ruling by “letting things fall as they may.” In reality,
Why would a Patron have the characters perform he’s a sharp and vicious man—the fat-bellied spider at
this onerous, odious task? Check the motivations the center of a very complicated web. He is a man who,
listed above and choose one for the patron; is it with his box of secrets, is running a very long con, and
personal? Infernal? Political or religious? who governs more behind the scenes than up front.
The other question to ask is: why is the patron It’s earned him a great deal of enmity, though few
figure not performing the task himself? Is he afraid Princes can say they escape each night without added
of getting caught? Is he trying to create an alibi for scorn—but certainly many of the vampires in the city
himself? believe that Hell holds a special place for Tiberias.
The patron needn’t be a single character. This Storytelling Hints: Imagine that an old English
conspiracy may be born of an entire covenant. If the king has a few flagons of wine gurgling around his

Into the Void 43


Willpower: 7
Morality: 4
Initiative: 8
Defense: 7
Speed: 13
Health: 10
Blood Potency: 8
Weapons/Attacks

Dice
Type Dmg Range Pool Special
Vigor- 3(L) n/a 12 Must spend
Juiced Willpower
Haymaker point to utilize
Haymaker
maneuver
Civil War 2(L) n/a 12
Saber

HARMON KALE (SHERIFF)


gut and you come to understand exactly how Tiberias Quotes: “City’s fucked. Plunged into chaos and darkness
acts most of the time—that is, until he is somehow because of what you done. That’s unacceptable. You
cornered or forced into acting like a Prince. At that violated the peace, so now I violate you.” (Intimidation)
point, the illusionary fog clears, the lips purse or
“Only person I trust to step into the void on this one is
scowl, and his eyes darken.
me. I’m making a play for the city, an’ I’m the only one
who knows how it’s really done.” (Politics)
Name: Tiberias
“I can give you the carrot, or I can give you the stick.
Concept: Prince That Got Himself Dead The carrot is you help me lock this city down and I give
Clan: Ventrue you some territory, maybe a better title. The stick is… well,
we don’t talk about the stick.” (Persuasion)
Mental Attributes: Intelligence 4, Wits 5,
Resolve 3 Description: Kale’s built like a fire-plug: round chest,
meaty fists, bulldog face. He isn’t particularly charismatic,
Physical Attributes: Strength 4, Dexterity 4,
Stamina 5 nor is he all that attractive—it’s why the role of sheriff has
been ideal for him. It grants him a measure of power and
Social Attributes: Presence 5, Manipulation 3, authority over the city’s vampires without making him
Composure 4
the face of the city. He can operate in shadow, be equal
Mental Skills: Academics 2, Computer 1, parts “tough goon” and “long arm of the law,” and play
Investigation 3, Occult 3, Politics 5 good cop/bad cop all by himself. He’s long been the
Physical Skills: Athletics 3, Brawl 5, Drive Prince’s right hand man when it comes to keeping order
1, Firearms 1, Larceny 2, Stealth 3, Survival 3, in the city; Kale’s been the one who has done most of
Weaponry 5 the collection for the Prince’s mighty box of secrets. Kale
Social Skills: Animal Ken 2, Empathy 4, is equal parts “Sheriff” and “Head of the Secret Police.”
Expression 3, Intimidation 5, Persuasion 5, Thing is, Kale’s always wanted more. He has long
Socialize 5, Streetwise 3, Subterfuge 4
felt that in reality, he’s been the one keeping the cap
Disciplines: Animalism 2, Dominate 2, Majesty 2, on things—the Prince has just been a figurehead. A
Resilience 2, Vigor 3 very important figurehead, no doubt, but he’s been
the guy with his hands on the reins, right?

44 Vampire: the Requiem Jump Start


Mental Skills: Computer 2, Crafts 2,
Investigation 5, Medicine 1, Occult 3, Politics 3
Physical Skills: Athletics 3, Brawl 4, Drive
3, Firearms 3, Larceny 3, Stealth 5, Survival 2,
Weaponry 4
Social Skills: Empathy 3, Intimidation 5,
Persuasion 3, Socialize 3, Streetwise 5, Subterfuge 5
Disciplines: Auspex 2, Celerity 5, Obfuscate 2
Willpower: 8
Humanity: 5
Initiative: 9
Defense: 6
Speed: 13
Health: 10
Blood Potency: 5
Weapons/Attacks

Type Dmg Range Dice Pool


Remington M870 4(L) 20/40/80 6
12 Gauge
It doesn’t matter if it’s true or not. What matters
is that, despite being the Prince’s go-to guy and being
the one who has collected most of the Prince’s prized AMELIE
collection, Kale has no idea where the Prince actually (THE PRINCE’S ATTACHÉ)
keeps this mythic collection of secrets.
He knows that if he can get to it, it’ll put him in a
position of unparalleled power—more specifically, it’ll Quotes: “Hey, to hell with you. I’m free, and death is
allow him to claim the mantle of Prince. A curious thing: short, and now it’s every blood junkie for herself.” (Politics)
Kale doesn’t really want power for the sake of power. He “I hold the keys to the kingdom. You didn’t know that,
finds it distasteful. But he thrives on authority and is do you?” (Subterfuge)
obsessed with keeping order, which is what fuels his drive. “Tiberias, he loved me. He trusted me. He made me
Storytelling Hints: Kale is gruff and straightforward, his. And so he gave me the greatest secret in the city, and
but that doesn’t mean more isn’t going on beneath the now I’m going to use it to keep my head attached to my
surface. He’s always playing an angle, and is far craftier shoulders. The bidding starts in one hour.” (Persuasion)
than he seems. He’s got the demeanor (and face) of a Description: Amelie is a waifish pixie-girl with
bulldog, true. But he’s got the mind and heart of a fox. close-cropped dark hair, wearing a black pinstripe suit
just a bit too large for her. (This was what Tiberias
Name: Harmon Kale demanded she wear, and if the characters catch her
unawares, she might have dressed in a white wife-
Concept: Beleaguered Sheriff
beater and a pair of baggy cargo pants.)
Clan: Mekhet Amelie has long been Tiberias’s attaché—she has
Mental Attributes: Intelligence 4, Wits 4, served as advisor, liaison, and lover for a pair of
Resolve 4 decades. It was not her choice; her sire (long dead)
Physical Attributes: Strength 5, Dexterity 3, made the first of many grievous errors and as a
Stamina 5 result was forced to give his childe to the Prince as
Social Attributes: Presence 4, Manipulation 3, restitution. The Prince bound her to him and came to
Composure 4 love her. She, too, came to love him but only because

Into the Void 45


Name: Amelie Villarosa
Concept: Broken Doll
Clan: Daeva
Mental Attributes: Intelligence 3, Wits 3,
Resolve 3
Physical Attributes: Strength 3, Dexterity 4,
Stamina 2
Social Attributes: Presence 3, Manipulation 4,
Composure 3
Mental Skills: Academics 2, Computer 2, Crafts
2, Investigation 4, Occult 2, Politics 1
Physical Skills: Athletics 4, Brawl 1, Drive 2,
Larceny 4, Stealth 4, Weaponry 2
Social Skills: Empathy 2, Expression 4,
Intimidation 1, Persuasion 3, Socialize 2,
Subterfuge 3
Disciplines: Auspex 2, Celerity 2, Dominate 2,
Majesty 2
Willpower: 6
Morality: 6
Initiative: 8
of the bond—now that Tiberias is gone, she feels free,
unburdened by her fetters. Defense: 7
As a character, Amelie remains in an interesting Speed: 15
place should you care to use her beyond this Health: 7
adventure. She could really go either way now that
she’s free. She will certainly seek to “find herself,” Blood Potency: 3
but does this mean she drags herself out of Tiberias’s Weapons/Attacks
long, dark shadow, or does it mean she only becomes
more of a monster in turn? Type Dmg Range Dice Pool
Storytelling Hints: Amelie is finding her feet, so Straight 0(L) na 5
Razor
to speak—she is equal parts brash and cowardly. It’s as
if she wants to spit in the eye of the Danse Macabre
so bad, her bravura keeps pushing past her fear and
rising to the surface.

46 Vampire: the Requiem Jump Start


Vampires of the City
Below you’ll find a handful of vampires (in most of the Kindred in town who knows full well about
cases, those potent Kindred who sit closer to the the box of secrets.
top of the pyramid than the bottom) for use in this
adventure. With each you will find the vampire’s
clan and any dark secrets the vampire possesses Hierophant: Daciana
(important in terms of the Prince’s “box of secrets”).
(The Monster)
Cardinal: Thabit Nosferatu
Dark Secret: The evidence the Prince possesses is
(The Hand of God) about where Daciana sleeps. She’s very paranoid and
does not want that information “out there.”
Daeva Daciana is a night terror—an ancient, decrepit elder
Dark Secret: Was once a violent diablerist, uses who has carved out a pretty good swath of territory
forgotten Theban Sorcery to hide it as he claims it was across the city’s park system. Despite being a possibly
the “hand of God” that made him do those things. insane and monstrous elder, Daciana remains as an
Thabit is a self-righteous brute. His version of active part of the Circle of the Crone. She serves
the Sanctum is walled-off and restrictive: a castle in as Hierophant, yes, leading the local cultists in the
which those who belong are protected and those who various rites and services. But she also serves as an
do not are held outside the gate. His version of the emblem of the Crone herself—Daciana even claims
Danse Macabre is an exalted condition, but only if to be the childe of the Crone. As such, her role as
you accept God and the story of Longinus. He cares leader of the local Crones is not just as a taskmaster
not to preach. He has little interest in convincing you or actor; she is also a creature who earns her worship
of the glory of God. He yearns for a violent crusade directly. With the Prince gone, she knows that the
to cleanse the city of its naysayers, but the Prince has lock has been knocked off the cage, and she has little
been holding him back. interest in restraint or prudence. The covenant—with
her at its head—must be ascendant at any cost.
Harpy: Blackmoore Judex: Atticus
(The Comedian) (The Rational)
Ventrue
Dark Secret: Despite all his callousness and Harpy Ventrue
judgment, Blackmoore still has a mortal family that Dark Secret: Was once a prominent Carthian in a
he keeps in touch with and protects. different city under a different name (Aaron).
Blackmoore is equal parts “Tim Gunn from Atticus has long been neutered. Yes, he’s the
Project Runway” and “court jester.” Though he’s standing Judex in a city full of Invictus, and yes, the
not gay, he acts the stereotype: sassy, snide, cruel, Prince was himself Invictus. But the Prince chose to
always fast with a jibe or a verbal riposte. If he had mediate disputes himself (or have Sheriff Kale do it),
a Social Fighting Style, its opening move would be, thus leaving Atticus relatively toothless in the face
“Oh, Snap.” The thing is, despite all the jokes and of conflict. Atticus wasn’t without tasks, of course;
hilarious cruelty, he’s very good at a) knowing all nobody wants a bored Judex wandering around. But
the most forbidden gossip while keeping to himself the conflicts he was called upon to mediate were thin
until it’s advantageous to release it and b) knowing and shallow, divisions that could have been bridged
how to really make it hurt. He can sting the most by a neonate with a year of the Requiem under his
stalwart of monsters. Of course, he never turned his belt. Now, the shackles are off. The Prince is gone.
wicked tongue against the Prince… because he’s one Atticus—judgmental, rational, icy—is ready to work.

Into the Void 47


Kogaion: Saladin Prefect: Quinn
(The Obsessive) (The Madam)
Mekhet Ventrue
Dark Secret: He has been accused of giving away Dark Secret: Quinn is blood-bound to Daciana,
the Ordo Dracul’s secrets to outsiders. The Prince, and is a secret Crone worshipper, a fact that would
however, intervened and ensured that the letters not sit well with her Carthian servitors.
from the seven other Kogaions never made it to They call Quinn “the Madam” not only for her
their recipients. lucrative prostitution racket, but because she is
Like many Kogaions, Saladin is an obsessive hermit willing to sell the body of her covenant; for any
driven to the brink of madness by his consuming goal, at any price. Carthians are asked, influenced,
need to study the occult forces behind the city, its or ordered to perform tasks for the rest of the
construction, and its politics. He believes he will city—bodyguard, dancer, debate moderator, blood
be able to predict the next Prince by examining wrangler. And Quinn is behind every one, pimping
the occult forces surrounding the city at this time, out her own people to meet her private ends. But
which causes him to leave his penthouse tower and just as Quinn whores out her own people, the Prince
descend into the fray for the five days that comprise reserves the right to call on Quinn to perform secret
this adventure. tasks for him. She’s been drenched in resentment in
so long she may well throw a party.
Master of Elysium: Owen Clan Speaker Daeva: :
(The Ludicrous) Mercedes The Blasphemer
Daeva
Dark Secret: Owen has a ghoul lover, Miranda. Dark Secret: Mercedes has exquisite taste; so
He is technically her master and her keeper, and that particular that she’s had to breed it into a large
role plays out in public quite nicely. But it’s not the private herd she keeps sequestered outside the city.
entire truth. In reality, Owen has given himself to her The bloodbaths she holds in her private mansion
completely: she owns him body and soul. Miranda is would put the Bathories to shame.
running the show—and that means she is essentially When she’s not presiding over her personal
the Master of Elysium, not him. slave farm, Mercedes is an advocate for neonate
Owen’s Elysium is full of vampiric “bread and representation in requiem politics, and a powerfully
circuses.” He is the king of pomp and circumstance, empathetic, nominally unaligned voice. (She is
establishing lunatic carnivals and orgies and balls actually a member of good standing within the Ordo
to keep the city’s Kindred amused (and to keep Dracul, but does not campaign under their name.)
them from ripping out each other’s throats). Owen She cultivates a humane and gentle public personae,
himself is, as his name suggests, ludicrous. If the and has acquired a subtle army of idealistic young
vampires of the city released a “Blackwell’s Worst vampires who see in her a symbol of reform and
Dressed” list of the year, he’d be top of the list every freedom.
time. Yes, it’s high fashion, but in the lowest way
possible. Owen didn’t like the Prince—ruse or no,
he found Tiberias slovenly, careless and a real lout.
Clan Speaker Gangrel:
But he also recognized that the Prince was the one
who put him in the role and who kept him there by
Robicheaux (The Domesticated)
dint of containing his secrets; in this sense, Owen Dark Secret: Robicheaux claims to be about a
is one of the few within the city who actively misses hundred years old—and that is a tremendous lie. This
the Prince’s control over the city, because now his Gangrel is actually well over a thousand years old.
role is threatened. But the years have not been kind to his mind and

48 Vampire: the Requiem Jump Start


he finds it easier to play younger. If anyone found them, nesting there as the leader of various shadowy
out that his blood was of significant potency, they blood cults. No, the Illuminati don’t control local
might come after him. politics, Siobhan does. And she wants that kept secret.
The city’s Gangrel don’t much like Robicheaux. Siobhan is not the typical cold, stodgy Mekhet.
They call him “domesticated,” because he’s like a wolf She dresses brightly, she smiles, her voice has a
who has become a dog—a lap dog, at that. Robicheaux lyrical lilt. She could sell milk to a cow: her words
is a weak-kneed, bent-spined “noble savage”—a wild are that compelling even without the judicious use
man dragged out of the Bayou (or so the story goes) of her Disciplines. It’s not a ruse, exactly—she really
and turned civilized. He’s now a hungry politico who is that way. But it betrays what is for her a completely
will give his vote to whoever is standing downwind. eroded sense of Humanity. She is debased in ways one
A small conspiracy of Gangrel now wants to drag cannot even imagine—behind those bright eyes are
him away and “reintroduce” him to his wild side by the memories of countless human sacrifices, endless
whatever means possible. tortures and blood-soaked orgies.

Clan Speaker Nosferatu: Miscellaneous Enemies


Grolsch (The Brown Recluse) Throughout this adventure, we will refer to a
number of enemies that may plague the characters
Dark Secret: Grolsch is, yes, a powerful Nosferatu through the various scenes and encounters.
elder. He is also “Karl,” the not-so-powerful leader of a
rag-tag Unaligned neonate coterie known as the “Red
Scare.” Grolsch is political, while Karl wants to tear Cop
down the political structure. Ultimately, he does so Attributes: Intelligence 2, Wits 2, Resolve 3,
to undermine any attempts by the “lower class” to Strength 2, Dexterity 3, Stamina 3, Presence 3,
bring down those atop the pyramid. How does he Manipulation 1, Composure 3
keep up the ruse? Grolsch never shows his face: he
Skills: Investigation 2, Athletics 1, Brawl 1,
always wears a mask that is reportedly bolted to his
Firearms 3, Weaponry 3, Stealth 1,  Intimidation 1
misshapen skull. Karl’s face, however, is always on
display and hard to forget: noseless, with a mouth Attacks:
full of fangs and bloodshot eyes. • Pistol: 6 (Dexterity 3, Firearms 3); Damage
Grolsch is the king of the subterranean spaces, +2L; Initiative -3
and can be found in every shadow and around
every dark corner in the city (hence his epithet, the • Baton: 5 (Strength 2, Weaponry 3); Damage
Brown Recluse). But despite being the leader of the +1B; ; Initiative -1
Nosferatu warren beneath the city, he’s alarmingly Defense: 3 (2 In Armor)
political as far as the Freaks go—he’s forever active Armor: 1/3 (Kevlar Vest)
in campaigning and politicking for his own weird Merits:
pet causes.
• Cover Combat: Cops reduce the penalty to

Clan Speaker Mekhet: their rolls for firing from behind cover by one
point.

Siobhan (The Go-Getter) • Report In: A cop can access and use their
radio easily while performing other actions,
Dark Secret: Siobhan has long been the keeper of they can both report in and take a combat
the city’s mortal political dynasties—the Allertons, action at no penalty to their roll.
the Whitworths, the Macbrides. Common vampire Tactics: Modern police officers carry tasers and
wisdom exhorts the bloodsuckers to stay away from pepper spray, which they will usually default to using
directly manipulating important mortals, but Siobhan unless they expect lethal danger. Both of these are
has ignored that advice for centuries. She doesn’t just wholly ineffective against Kindred. However, police
control these families—she has integrated herself into are trained to call for back up the second they

Into the Void 49


expect any form of physical danger, and report their Attacks:
position frequently. Thus while a single officer may
• Fists: 9 (Strength 3, Brawl 4, Vigor 2); Damage
go down quickly, they tend to bring about serious
+0L; Initiative -0
repercussions.
Defense: 6
Armor: 0/0
Gangbanger Blood Potency: 2
Attributes: Intelligence 1, Wits 2, Resolve 3, Vitae: 7
Strength 4, Dexterity 2, Stamina 3, Presence 3, Disciplines*: Majesty 1, Celerity 1, Vigor 2
Manipulation 3, Composure 2 Tactics: Daeva favor a strong first impression and
Skills: Athletics 1, Brawl 3, Firearms 1, Weaponry a stronger opening shot, when combat starts a Daeva
2, Intimidation 3 thug is likely to jump the queue with celerity and
Attacks: put in a heavy, vigor powered attack. Indeed they’ll
tend to favor activation of their physical disciplines;
• Knuckle Duster: 7 (Strength 4, Brawl 3); interrupts, long dashes, and heavy hits, over the
Damage +0B; Initiative -0 use of vampire’s inherent advantages. Fortunately,
• Knife: 6 (Strength 4, Weaponry 2); Damage however, being kindred they know a fight between
+0L; Initiative -1 two of their kind is liable to invoke the prince’s wrath
so they’ll try to resolve most altercations with their
• Pistol*: 3 (Dexterity 2, Firearms 1); Damage predatory aura before turning to fists.
+2L; Initiative -3
*Not all gangbangers carry guns, but those who
do love to threaten with them. Special Forces/SWAT
Defense: 5 Attributes: Intelligence 3, Wits 3, Resolve 3,
Armor: 1/0 (Leather Jacket) Strength 3, Dexterity 4, Stamina 3, Presence 2,
Merits: Manipulation 2, Composure 3
Skills: Athletics 3, Brawl 3, Firearms 4, Weaponry
• Brawling Dodge: Gangbangers use Brawl
4, Stealth 2
instead of Athletics when calculating defense.
Attacks:
• Damage Tolerance: The hard knock life
numbs one’s senses, gangbangers don’t take • Unarmed: 6 (Strength 3, Brawl 3); Damage
wound penalties from bashing damage. +0B; ; Initiative -0
Tactics: A long gangbanger isn’t much of a threat, • Knife: 7 (Strength 3, Weaponry 4); Damage
indeed at the first sign of real trouble they’ll generally +0L; Initiative -0
hightail it away. However, in groups they become
extremely tenacious, likely to follow combatants • Assault Rifle: 8 (Dexterity 4, Firearms 4);
well beyond the point of safety. This can be both a Damage +3L; Initiative -3
huge threat or great advantage, depending on how Defense: 6 (4 in armor)
the vampire is handling the situation. Armor: 3/5 (Riot Gear)
Merits:
Daeva Thug • Krav Maga: Add two additional dice when
Brawling.
Attributes: Intelligence 3, Wits 3, Resolve 2,
Strength 3, Dexterity 3, Stamina 4, Presence 3, • Marksmanship: Soldiers are well trained
Manipulation 3, Composure 2 marksmen, they double the bonus dice added
by taking an aim action.
Skills: Athletics 2, Brawl 4, Weaponry 2, Stealth
3, Intimidation 2 • Cover Combat: Cops reduce the penalty to their
rolls for firing from behind cover by one point.

50 Vampire: the Requiem Jump Start


• Small Unit Tactics: SWAT units operate best • Improvised Flamethrower: 3 (Dexterity 2,
in small groups, supporting each other and Firearms 2, Penalty -1); Damage +1L; Initiative -6
getting one another’s back. All characters Defense: 4
with small unit tactics add a +1 bonus to all Armor: 3/5 (Riot Gear)
physical rolls while in close proximity to one
another, and increase their defense by 1. Merits:
Tactics: Spec ops and anti-riot units are bad • Staking Specialty: Hunters train in the
news, even for the indred. They are well trained, tactical application of the wooden stake, if
well composed and prepared for unexpected action. they score at least three successes on an attack
Unlike normal cops soldiers are prone to use more they may forgo their normal damage to stab
lethal force, especially once their life has proven to be the vampire through the heart, paralyzing
at risk. Military training teaches them to be thorough them.
as well, they’ll shoot a downed vampire in the head
• Hardened: T he hunter’s resolve and
just to confirm the kill, and willingly shatter bones
composure are considered two dots higher
and dislocate joints while grappling. Worst of all they
when used to resist or contest vampiric
tend to be adaptive and organized, they aren’t likely
Disciplines.
to take off on their own, and if bullets aren’t working
the team will think of something else. Tactics: Vampire hunters greatest advantage is
also their greatest weakness, paranoia. They know
vampires exist and thus they see them around every
Vampire Hunter corner. Hunters are good a picking up on the telltale
signs of Discipline usage, they avoid eye contact, stay
Attributes: Intelligence 3, Wits 2, Resolve 4, close to crowds and don’t blunder around at night.
Strength 3, Dexterity 2, Stamina 4, Presence 2, In combat this is especially evident, hunters rarely
Manipulation 4, Composure 3 fight fair. They attack during the day, use fire, and
Skills: Occult 3, Athletics 2, Brawl 1, Firearms 2, will attempt to draw attention to monsters when
Weaponry 4, Stealth 3 ambushed hoping that the fear of discovery with
Attacks: dissuade a vampiric attacker. Most importantly,
however, a good hunter is a cautious one, they know
• Stake: 6 (Strength 3, Weaponry 4); Damage what they are up against and won’t be as easily goaded
+0L; Initiative -2 into traps as most other foes.
• Pistol: 4 (Dexterity 2, Firearms 2); Damage
+1L; Initiative -2

Into the Void 51


Scene Flowchart

52 Vampire: the Requiem Jump Start


Scenes
exactly sane: Masquerade breaches pop up around
the city as the vampires wantonly fill up on blood.
Scene Flowchart For the most part, the vampires keep the peace with
The narrative of Into the Void unfolds in a way one another on this night, but they’re damn sure not
that allows the characters (and their players) a hefty keeping the peace with the human herd. If anyone
measure of freedom. The adventure itself features has claimed themselves to be the Prince on this night,
only three truly critical scenes: a beginning scene (kill the narrative doesn’t stick: nobody believes it, and
the prince), a middle scene (discover location of the frankly, nobody really cares.
box of secrets), and an ending scene (reclaiming the Second Night: “Hangover.” The chickens come
box of secrets). The other scenes listed in this SAS home to roost. Increased vampire activity looks
are ultimately optional “encounter” scenes. on the surface to be crime-related, and so the city
puts out police in force. Nobody is restraining the
The Five-Day Forecast monsters, and so their response isn’t to retreat to the
shadows but rather, to push back. Meanwhile, the
Into the Void is meant to unfold over the course city’s dominant nocturnal predators begin to jostle
of five nights—the characters may complete the story for position, each claiming some kind of ownership
before those five in-game nights are up, but unless the over the city, justifying why he or she should end up
Storyteller decides otherwise, the adventure won’t go in the city’s seat of power. The problem is, no one
beyond those five nights. vampire has the cachet or the muscle to really back
Over these five nights, the tensions in the city this up, so the void will remain unfilled. Resentment
according to the following scheme: and madness breed in the margins. It’s becoming
First Night: “Party Down.” The news is out: the clear: offing the Prince broke the picture into a
Prince is dead. The atmosphere is festive, celebratory, thousand puzzle pieces, then shook up the box. Now,
a real party. Of course, the way monsters party isn’t nothing is certain. No outcome is guaranteed.

Into the Void 53


future. Many are slow to act in general, preferring
instead a slow, calculating approach. That is no longer
possible. The city’s power hierarchy is in shambles,
Plotting and so they must act. Unfortunately, they do not
They say real estate is about act as a single entity. Each elder is his own tangle of
location, location, location. Telling motives and peccadilloes, and as a result each elder
a good story is about escalation,
escalation, escalation. This tale starts chooses to back a different horse (be it individual or
off innocuous enough, but swiftly faction). This fails to resolve anything—and in fact
swells with an intensification of only ratchets up the conflict—because now the stage
threat from all sides: physical, moral, is complicated by a host of definitely powerful and
spiritual, social. The characters will possibly insane elders. Violent clashes spill over into
have respite, but it shouldn’t be long-
lived. If a scene seems to exist without the street. The Masquerade is in tatters. Vampiric
tension, feel free to mine other scenes authorities begin to weigh in: Inquisitors sent from
for new ideas and ways to ratchet up Rome, negotiators arriving on behalf of the First
the conflict. Remember that in life, we Estate, elders from neighboring cities (who fear spill-
hope to avoid conflict, but in fiction, over damage), and so forth. The news goes out that
we hope to achieve it.
tomorrow night, the mortal authorities are putting
the city under martial law. With martial law comes
a curfew… and a military presence.
Third Night: “Agitation.” The dominant players Fifth Night: “Apocalypse.” Apocalypse infers the
and factions in the city’s vampire society are now in end of the world, but it also translates into revelation,
competition to show who has the biggest, sharpest and both of those things are apropos, here. Martial
teeth: it’s everybody against everybody. Normally, law is in place. The military comes rolling in to set
the Danse Macabre is a slow-burning chess match, up a presence and to quash rioters. The elders use
but tonight? Tonight it’s a brutal hockey match-up their considerable power to complicate the lives and
with lots of blood on the ice. Violence ensues. Chaos unlives of both mortal and immortal competitors.
reigns. The mortal authorities push back even harder, Nobody is Prince. The shit has hit the fan, and now
believing this to be some kind of “underworld gang the fan has exploded and the drapes are on fire. And
violence,” which puts a lot of innocent humans in so comes a shining light early in the night: Amelie,
the cross-fire. Real gangs take notice, and they start the Prince’s attaché, emerges from hiding. She reveals
acting up—some just because they can smell a power the existence of the Prince’s box of secrets, and makes
grab, some at the behest of unseen masters. it clear that she knows where it is. She will offer the
box in its entirety to the highest bidder—but the bid
Fourth Night: “Boilover.” Up until this point, the
must include safe passage out of the city. Amelie
city’s elders have remained largely silent on the city’s
doesn’t want to be here anymore.

54 Vampire: the Requiem Jump Start


Good Night, Sweet Prince
point, but it’s purely for narrative expression. In this
Overview mode, there’s no need to roll dice.
The characters-as-conspirators have trapped the
Prince—and now it’s time to drag the bastard into
Final Death. This is the first domino’s toppling that
leads to the city’s plunging into chaos.
Storytelling Goals
You’re coming into this scene with the energy of a
climactic narrative moment. This scene should feel like
it’s the end—this is a huge deal. In video game terms,
Description Prince Tiberias is the end boss. This should feel like an
It’s early in the morning. The sun will be up in the next insane way to open a story: offing the Prince? Really? It
hour. Already the sky has that purple tinge bleeding along can’t be this easy. The players should be made to feel
the horizon’s edge. Tiberias kneels before you, grinning, eyes uncertain that you’re really starting this way; surely it’s
flashing. On the surface he seems defiant, but as you press a trick? Have Tiberias act suspiciously, as if this might
him, the façade trembles and the cracks begin to show. He be a reverse trap. You may want to hint that this is the
sees the writing on the wall. Nothing to be done, now—or climax and the rest of the story will be a flashback
is there? He begins to beg—like any creature at the end of building up to this point. When they finally take the
its life, he struggles to make sense of it and bargain his way Prince’s head as a trophy, they’ll be forced to wonder:
out. Whatever you want, he’ll offer it. As if that matters. what now? What can top this?
You have two ways into this scene.
The first is that you and the player group sit down
before this scene really begins and ask the question, Character Goals
“How do you kill the Prince?” The question comes Establish motivations and destroy the Prince.
with no wrong answers, really—they’re ultimately
describing the machinations that will lead to this
scene. Do they trap him in the basement of a club? Do
they somehow attack his haven, heist-style? Can they
Actions
use some drunken Irish girl as bait? (His favorite.) Below are some of the actions that may impel the
From that point, you play out the scene in its scene toward its conclusion. Note that these are all
entirety. The Prince isn’t going down without a focused on the Prince. If Tiberias feels he has an
fight, and if given half an opportunity, he’ll run. advantage, he’ll try to engage in combat in an effort
Ultimately, the characters have the advantage, as to hinder the characters. If he feels overwhelmed,
they outnumber him—but if you play this scene out he’ll run for it. And, when he’s finally left with no
accordingly, expect them to suffer at his hands. He other option, he’ll try to talk his way out.
will not go quietly.
The other way into this scene is to begin at its Combat Attacks
end. This might be best if you don’t have a lot of Dice Pool: Any appropriate attack roll
time to run this adventure. Jump right in with the Action: Instant
characters having surrounded him and with Tiberias
Hindrances: The Prince’s Animalism may invoke
on his knees—he moves from cocky to cajoling, from
a fear frenzy; the Prince’s Dominate may attempt to
blustery and brash to begging in short order. You can
manipulate one of the characters.
have the players describe how the scene built to this

Good Night, Sweet Prince 55


Help: It’s perhaps been a long night and the Prince this scene by spending a Willpower to gain +2 to
is low(er) on Vitae; he’s alone; if the characters so resistance.)
declared it, consider the possibility that the Prince He’ll also beg and make offers—and as the Prince,
has consumed drunken or drugged blood and thus he can make some very promising offers. The trick
suffers a -3 penalty to his own attacks here is that he cannot make equitable offers across
the board. He can’t promise that each character will
The Chase become his second in command. He can’t give each
character the sweetest hunting grounds in the city.
Dice Pool: Stamina + Athletics vs. Stamina +
There’s only so much reward to go around, and this is
Athletics
what complicates his plea—do the characters squabble
Action: Instant and Contested over the choices? Do they see that this is ultimately
Hindrances: Tiberias can boost his speed with his just a way to get them to turn against one another?
limited dots in Vigor. Further, he’ll do more than
run—he’ll knock down obstacles to separate him and
his pursuers (-3), he’ll jump across rooftops or over
dangerous territory (-3), and he’ll do whatever it takes
Consequences
to put himself ahead. It’s worth asking right up front: what if Tiberias
succeeds? What if he escapes, or what if he manages
Help: The Prince might be suffering wound to talk his way into a stay of execution?
penalties already (-1 to -3) and could be lower on
blood; a character might have Vigor or, even better, Those things are perfectly acceptable, if a bit
Celerity to boost Speed; the Prince may run into tricky—it certainly complicates the rest of this
some obstacles all on his own (-3). adventure as written. Which leaves you with two
options:
Roll Results
One, fuck it. The story is what the story is, and the
Dramatic Failure: Character fumbles, takes a players have made the choice for the characters. The
point of lethal damage (goes through a window, Prince survives and a whole other story will grow out
scrapes across a piece of metal, tumbles down steps, of this scene. Let it happen organically.
etc)
Two, game on. Sure, the characters didn’t manage
Failure: Character fails to make any ground. to finish the job, but later that night someone else
Success: Character gains ground on enemy. damn sure does. Imagine it: they let him go or he
Exceptional Success: Character inadvertently escapes, and what happens the next evening? The
creates difficulty for pursuers (knocks over trashcans, news comes out that the Prince is dead. A mystery
puts traffic or a train between groups) and causes ensues: who finished the job? Did Amelie or Harmon
them a -5 penalty on their next roll. find the Prince in a weakened state, and decide to
take advantage? If the characters were driven to this
point by a Patron figure, did their Patron have a
Navigating the Prince’s Pleas “back up plan” handled by other conspirators? Or
This isn’t an action in the strictest sense—but it is it possible that the Prince, smelling the blood in
is likely where the scene will end up presuming the the water, decided to flee the city before dawn and
characters didn’t manage to preemptively destroy create a false narrative about his own murder? In
Tiberias. any of these instances, the course of Into the Void
Tiberias will attempt to talk his way out of the remains largely as written (though it may now feature
situation. He’ll use Dominate if need be. (Characters a minor “murder mystery” component).
may bolster themselves against his Dominate before

56 Vampire: the Requiem Jump Start


Secrets on the Wind,
Like Blood in the Water
an edge, and it’s similarly how any vampire will do
Overview the same.
This isn’t so much a single scene as it is a collection With this, you create a great McGuffin that
of actions that lead the group to discover the everybody wants (but doesn’t yet know about) and a
existence of the Prince’s box of secrets. ticking clock. The characters must surely realize that
if they don’t get to the box soon enough, somebody
is going to get it—and then one devil will replace
Description another.
The rumors are true: the Prince has more than just his Note that the pieces of this scene can be
drunken charm and casual intimidation to keep the city’s interspersed with any of the “Encounter Scenarios”
blood-hungry monsters in line. He was the keeper of a found later in this document (as always, feel free to
cache of secrets, secrets that, if unearthed, would kick over come up with your own to match any pre-existing
the hive. No vampire wants his dirty, gore-caked laundry chronicle elements in play).
hung out for all to see. That’s how the Prince kept order.
This scene involves the characters uncovering the
truth about the existence of the box of secrets. It is Character Goals
not, strictly speaking, a necessary scene—if enough This is tricky, because the characters don’t
time passes, eventually Amelie will come out of necessarily know that they have this as a goal—it’s
hiding and offer the box to the highest bidder. hard to have as a goal a thing you don’t know exists
in the first place.
The goal, then, is really to find an edge. The
Storytelling Goals characters just don’t have it. The city is sliding swiftly
The value in this scene is that it puts additional into violence, and if they want to get any kind of
stress on the characters—but it also offers them a foothold, they need something, anything, to give them
solution that as yet few others in the city possess. that edge. So the goal here is the characters reaching
After the end of the last scene (“Good Night, Sweet out and looking for a hook, a handhold, some kind
Prince”), the characters may be inclined to believe of advantage.
that the city will simply fall into a new order—it’s That advantage just so happens to be the Prince’s
even possible that one of the characters will name box of secrets.
himself Prince. (Though how this sits with the other
characters remains to be seen.) The problem is, order
and stability just won’t stick. As the nights go on, all Actions
manner of vampire will name themselves Prince—just
because a vampire calls himself that doesn’t mean
the title holds water. One has to have the authority Investigating the Prince
to lay claim to the highest position in the land, and Dice Pool: Wits + Investigation
as it stands no one vampire holds the edge over all Action: Instant (but takes at least an hour)
others. In the absence of that kind of authority, the Hindrances: Assuming that the characters are
city will plunge into chaos. investigating the Prince’s haven (or at least a satellite
However, the discovery of the existence of the box office), they must contend with the fact that the
of secrets is a big deal. It’s how the Prince gained Prince didn’t exactly leave everything out in a nice,

Secrets on the Wind, Like Blood in the Water 57


neat pile (-2); further, assume that they only have Roll Results
about an hour before they must escape the area and Dramatic Failure: The character inspires only
hide from the coming sun. Which means that, given violence in Kale. Maybe Kale knows what the
that this is an extended roll, they only have so much characters did, maybe he doesn’t, but now his
time and opportunity to do so. (It’s safe to assume suspicious side has been triggered into full-blown
that the next night this haven or office will no longer paranoia: He and any lackeys he has with him will
be available to them—Sheriff Kale may lock it down, move against the characters—if not now, then when
or may even burn it to the ground). he has an advantage.
Roll Results Failure: The characters fail to impress Kale. He
Dramatic Failure: The character does something wants nothing to do with them; he has enough on
that makes discovery of this information impossible his plate.
by the other characters—he accidentally sets a fire, Success: The characters get Kale to open up. He’s
spills ink on critical documents, does something that ready to make a deal in order to keep this city under
alerts mortal (or immortal) authorities, etc. lock and key. Of course, the deal Kale wants is the
Failure: The character fails to turn up any one that puts him in charge of the whole city, as
information regarding the box of secrets (though Prince. If the characters can convince him that this
reduced successes on the extended roll may have is their aim, too (and hey, who knows, maybe it is),
earned the character other, lesser rewards). then he’ll help them procure the box of secrets and
Success: The character discovers a wall safe purge their own dark secrets from the box. He tells
behind a removable wainscoting panel. In the them the truth: he procured the secrets, but Amelie
safe is Tiberias’s journal, an overstuffed ledger of was the one who “administrated” them. He tried
coded transactions and missives. It’s not coded in time and again to discover the location but was
a “secret cipher” sort of way, but rather all written never successful.
in shorthand. It should require no roll to decode, Exceptional Success: An exceptional success gives
as it in and of itself does not contain much actual Kale pause—he will now consider making a deal that
information. It instead contains references to people allows him to serve not as Prince but as Primogen
and events but no critical details—however, it does or Seneschal provided he helps pick the next Prince
consistently refer to a “secret weapon” the Prince from the group of characters. Further, Kale will give
possesses, and this weapon is consistently tied to up some of the secrets contained in the box—after
both Amelie and Sheriff Kale. Kale seems to be the all, he is the one that obtained them. They only
one who “maintains” the weapon, while Amelie is have so much value, however, because they are at
the one responsible for its location. present without any kind of evidence. That said,
Exceptional Success: In addition to finding the characters could conceivably bluff and use the
information regarding the box of secrets, the secrets against some of their targets to sway them (for
character also finds cell phone numbers for both instance, getting a vampire to back off his attacks or
Kale and Amelie. to redirect his vitriol elsewhere).

Confronting Harmon Kale Finding Amelie


Dice Pool: Manipulation + Persuasion or Presence Dice Pool: Manipulation + Investigation
+ Intimidation versus Kale’s Resolve + Composure Action: Instant (takes at least one night, may also
Action: Instant and contested incur one of the Encounter Scenarios described on
Hindrances: Kale is generally distrustful and on p.65)
edge since the Prince’s demise (-2), but if Kale learns Hindrances: Characters don’t know or haven’t
that the characters are the ones who did in the Prince, have much contact with Amelie (-1), characters are
then the penalty increases (-5) hostile (-3), Amelie discovers that they are on her trail
Help: Characters mention the box of secrets (+1); (-5; feel free to give her a chance to discover this with
Kale is an ally (+3); Characters offer Kale something a Wits + Investigation roll)
he wants, such as information, a patsy, or a cherished Help: Characters know Amelie fairly well (+2),
object (+3) characters offer bribes (+3). Characters can of course

58 Vampire: the Requiem Jump Start


use Disciplines, too, which create different
rolls but also make easier the ability to
manipulate others into telling the characters
where Amelie is hiding.
Roll Results
Dramatic Fai lure: T he characters
arouse suspicions—now other vampires
are wondering what’s so important about
the Prince’s ex-lover and seneschal. Other
bloodsuckers begin following her trail.
Failure: Characters meet one dead end
after another.
Success: The characters track down
Amelie—she has been in hiding, moving
night after night. One night she’s hiding in
a tenement. The next she’s hunkered down
in some artist’s studio apartment. The third
she’s at some CEO’s penthouse—an old
ally of the Prince. She’ll hop from place
to place—homeless shelter to abandoned
asylum to house in the suburbs—relying on
the kindness of humans with whom she’s
cultivated relationships over the years. She
does not contact any Kindred during this
time; she hides only among her human herd.
Exceptional Success: An exceptional
success grants the characters the ability to
also note if they’ve been followed; it remains
possible that other vampires remain in their
periphery—Kale, for instance, is likely to cling
to the shadows to see where they go.

Dealing with Amelie


Unless Disciplines come into play, no rolls
are necessary to deal with her at the outset. If
the characters don’t really know much about
the box of secrets, she certainly won’t offer
anything to the characters unless they’re
particularly kind to her.
If they do mention the box of secrets,
however, she’ll react with surprise and—
despite being scared out of her wits—will
discuss the box with the characters.
She will first make an offer—she wants
a way out of town and $100,000. If the
characters can get that to her by the start of
the following night, she will take them to the
box of secrets.

Secrets on the Wind, Like Blood in the Water 59


However, if the characters push or attempt to the hands of a vampire earn herself a passage out
intimidate her, she’ll offer to give them the box for of the city.
free—but from this point forward, she will take every The way the auction works is this: Amelie appears
opportunity to betray the characters. She will, if out of hiding to deliver the message of the auction
given half –a chance, perform one or several of the by waltzing into Elysium and telling the gathered
following actions: vampires that the auction begins there, at midnight.
• Flee. If she is hurt, the auction is off and Amelie or her
minions will destroy the box of secrets.
• Attack. Otherwise, it’ll work like a silent auction: bids
• Call for help. go in a box at midnight. Bids can contain any kind
of offer imaginable over the course of one hour. At
• Offer the box to someone else if they agree to the end of that hour, Amelie examines the bids and
“take care of” the characters. chooses one; if your game has more room for it at the
• Manage to put the box up for bidding. table, the auction may continue as Amelie announces
the bid and allows for one more round of counter
• Destroy the box and its secrets. offers (i.e. upping the ante). The vampire who wins
No matter what happens, she won’t tell the the auction will go with Amelie to the location of
characters that the box of secrets: the box of secrets (see the next scene, Pandora’s Box).
a) is contained in a heavy gun safe with a keypad
combination, and
b) actually has a smaller duplicate out in the open Consequences
that is both fake and a trap (explodes with white The primary consequence of this scene (or rather,
phosphorus, burning any who are attempting to sequence) is that reveals to the characters the
get into it) existence of the box of secrets—and they may even
It’s important to note that Amelie responds well to get put on its trail.
the characters if she discovers that they are the ones However, negative consequences are inbound.
who killed the Prince—yes, she was his lover, but that First, other vampires may be sniffing around and
was a role she was forced into and is frankly pleased end up following the same trail. Second, both Kale
that her old master has gone the way of the dodo. and Amelie represent uncertain allies—any help they
offer could go south if they sense an opportunity to
Gaming the Auction Crowd do better elsewhere. They aren’t dedicated to helping
If the nights go on and nobody tracks down the characters. Third, this sequence can and should
Amelie or the box of secrets, she will choose to hold be interspersed with the Encounter Scenarios (which
an auction in order to put the box of secrets into start on p. 65)—without those, this entire adventure
ends up a little bit toothless.

60 Vampire: the Requiem Jump Start


Pandora’s Box
there? You want to get to the box of secrets and unlock the
Overview keypad? Then you’re going to have to crawl into that dark
The characters arrive at the location of the box of drawer on your back or on your belly—only one of you can
secrets—the basement of an abandoned hospital in get in there to open the box.
the worst part of town. They’ve possibly gone through Of course, that box is a trap. The real box of secrets
hell to get here (having had to cross a city in chaos is disguised to look like a rusted medical cabinet
and endure various Encounter Scenarios), and what (about human-height) at the far end of the basement,
they find here isn’t much different: complication after surrounded by nothing but piles of debris and boxes.
complication blocks their path.
You open the medical cabinet and find another door
beyond it—this one belonging to a Fort Knox-brand fire-
protected gun safe. It’s clean. Smells like gun oil. Got a
Description big wheel to turn and a keypad with nine numbers on it.
The hospital is falling down around your ears. The place If the characters crack it open…
is littered broken tile, shattered wall, pipe and conduit Inside you find what you’ve been looking for all along:
and bundles of wire dangling from pockmarks of ruined the box of secrets. Except it’s not just one box. It’s a dozen
mortar. A lone wheelchair sits in the corner, covered in file boxes all containing documents, tapes, photographs,
dust. Graffiti stains every inch of exposed wall. It smells of maps—an unholy host of evidence and secrets regarding
death and decay. This was where the Prince was keeping the city’s nocturnal population. Not only is this a major
his secrets? potential Masquerade breach, but it also guarantees the
The hospital is two f loors and a basement wielder of such information a great deal of sway over the
sublevel—if the characters know roughly where the unruly hierarchy.
box of secrets is located, they’ll head to the basement.
Otherwise, they may need to search the upper two
floors. Storytelling Goals
Once they head down into the basement…
This is an “it’s too good to be true” scenario.
The steps are concrete. Your footsteps echo. Cockroaches In some sense, it is true, and it is pretty damn
run up the walls while rats flee from your feet. The fantastic for the characters… which is why it’s your
basement appears to be mostly a repository of junk: hospital job as Storyteller to escalate, escalate, escalate. It’s
beds piled in a tangled pyramid, ratty curtains and boxes of impossible to predict exactly how the characters got
equipment that have been defunct for two decades. No light here or what they’ll do once here, but your job is to
shines down here: everything in the beam of the flashlight make this difficult and throw the final conflict into
(or in your Auspex-enhanced gaze) casts a shadow that high gear. Options include:
looks like a wretched monster forever reaching.
• Utilize the trap in the morgue.
If they are lead to or discover the false box of
secrets, they’ll discover it in the morgue hidden • Have the characters get attacked before they
behind the only body drawer that still has a door: manage to get a hold of the box of secrets: a
You pull out the warped metal body drawer, the human- mortal gang attacks, a neonate mob tracks
sized tray rattling and screeching as it rolls a bit before them here, or one of any major vampire
sticking halfway out. At the far back of the empty drawer characters (Hierophant, Cardinal, Sheriff)
you see it: a little green blinking light. You want to get in decides it’s high time to clean up the mess
and secure the box for themselves.

Pandora's Box 61
• Amelie may betray them. If she believes that block and share whatever (likely significant) profits
she herself will be betrayed or she recognizes come rolling in?
that the characters have been intimidating
her this whole time, she will lead them to the
trap, she will attempt to run, and she may even Character Goals
attempt to lock the characters in the basement
One assumes that the characters’ goal is to get the
while she sets other vampires on the trail.
box of secrets at any cost—the question is, why do they
• Fire bad. Imagine finding the box of secrets want it? To gain power? To destroy it? Sell it?
just as a fire breaks out? First, nobody wants How will they use it?
the box of secrets to burn up. Second, Must they betray one another to gain advantage
vampires + fire = frenzy. Who set the fire? from it?
Amelie, perhaps. A throng of neonates. Or
maybe it’s one final trap set on the Fort Knox
safe—cracking into the safe may set it off.
And at the end of it all? When the smoke clears
Actions
and the bodies are on the floor? Confirm the
moral dilemma at hand: the box of secrets contains Lockpicking and Safecracking
information on all the characters. Do they really want The hospital basement features a number of
their dark secrets exposed to one another? Further, barriers.
only one character can be Prince. Are they really
First, the door to the basement is locked with a
willing to let one of their own take the helm while
heavy chain and has reinforced hinges and fixtures.
the others step back? Can a deal be arranged where
Lockpicking here isn’t terribly difficult, but the time
one becomes Prince and the others Primogen? Could
it takes could expose the characters to danger.
they all agree to back a different vampire for Prince,
or is it possible that their goal is to either destroy Second, the trapped proxy safe in the morgue
the box or be the ones to put it up on the auction drawer is pretty tough. Lockpicking is a little more

62 Vampire: the Requiem Jump Start


difficult... a burst of Vigor-induced strength might to open the box of secrets. This powerful
be more effective. vampire will likely be alone as they have little
Note, however, that this safe is trapped. Tampering interest in letting their dark secret (whatever
with it or opening it causes a white phosphorus it may be) fall into the hands of a neonate
explosion. This explosive is incendiary: its blast area attendant.
is restricted to the confines of the morgue drawer, but • Human beings aren’t always the toughest
that also means it deals 4 damage to each character… predators—after all, they break so easily—but
fire damage. consider having the hospital basement be
A character could attempt to notice the trap before home to a shitload of them. Imagine that
triggering it—a Wits + Investigation roll is necessary. a gang is down there having some kind of
Note, however, that the character is in the dark and initiation or party—they broke in, have no
so a -3 penalty is in play (but a powerful flashlight or idea what’s down there, and they’re raging
Auspex may help to diminish this penalty to zero). until the morning light. Maybe they have a
Finally, the Fort Knox reinforced gun safe is, as dog fight going in the one corner and a bonfire
its brand name suggests, very difficult to damage: in the other. Ten thugs together could make
the characters may want tools here, a lot of Vigor or trouble for even the most potent vampire
even explosives. (the danger of humans is often the same as a
herd of cattle stampeding). Of course, if the
characters can make short, brutal work of just
Combat a handful of the thugs, the rest will back off
Our opinion is that this scene should not occur and flee—but until that time, it’s game on for
without some manner of combat. The box of secrets a host of ultra-violence.
is a powder keg of possibility, and a whole herd of
vampires would love nothing more to exploit or • Some Vampire: The Requiem games just
destroy it (the characters chief amongst them). Hence, don’t end happily. Vampires backstab. They
this hospital basement needs to be a chokepoint of manipulate. They hold secrets—which, in a
agitation and violence. way, is exactly what this whole thing is about.
Secrets. Some people will go to extreme lengths
The question is, who is doing the attacking? Do the
to protect their secrets, and so we come to
characters happen upon someone already trying to
perhaps the darkest twist on the idea—that the
bust open the safe? Or are they ambushed themselves?
characters must battle one another for access
Through the course of the first two scenes and the to the box of secrets. This can start easily—one
intermingled Encounter Scenarios, the characters plans to use the box to her own ends, another
will likely have earned some enemies. wants to be Prince but the others don’t agree.
Still, if you don’t find that such an option is From there, blood boils, frenzy ensues, and
available to you, consider using one of the following it’s a claws-out fangs-ready fracas.
five options: Worth mentioning are some of the combat
• Sheriff Kale converges on the hospital considerations that could come into play:
basement at the same time as the characters. Cover: Characters will be able to conceal
He’s brought with him a host of lackeys—just themselves or take cover behind a whole host of
enough to outnumber the characters by one objects—hospital beds, tables, piles of file boxes, and
or two. Fortunately, these lackeys aren’t so forth. Assume that “partial concealment” (-2) is
high-caliber vampires. What begins is a good easily accessible, but that characters willing to take a
old-fashioned standoff: can the characters turn or two to move can find full cover fairly easily.
convince Kale to back off or share the prize? Debris: The hospital is debris-strewn. And it’s
Or is the only result a blood-soaked ballet of dark. Assuming that the fight is a dynamic one and
violence? the characters aren’t merely standing together like
• Pick a big, powerful vampire—Daciana or the Rock ‘Em Sock ‘Em Robots, that means debris is
Cardinal will do—and have the characters going to come into play in terms of complicating
come upon this vampire already working combat. Every turn presents a new complication

Pandora's Box 63
(replacing the previous turn’s, not adding to it). Roll
a single d10 and compare the results on this table to
Consequences
determine the effect: Getting hold of the trove of dark secrets once
possessed by the Prince is a powerful game-changer:
Die Roll Effect one or all of the characters now has a leash connected
to most, if not all, of the city’s vampires. As such,
1-2 Characters each lose Defense this
turn (debris as disadvantage) this adventure can nicely serve as the opening for a
much larger, high-powered chronicle.
3-4 Characters each double Defense
this turn (debris as advantage) Of course, it can also serve as a tragic end to a
chronicle. Characters reaching for the brass ring of
5-6 Failures become dramatic failures
this turn (character swings, misses, the box of secrets may be destroyed in the conflict.
missteps and trips over an old desk) They may be destroyed by the box itself as their
secrets are leaked. They may be destroyed as they
7-8 Each character must succeed on
a Stamina + Dexterity roll to first kill one another for power. Or they may be wiped
make an attack (avoiding debris, out as the vampires rise up against them to bury the
keeping balance) box and its contents for good.
9-10 Character finds a “found object”
weapon nearby (board with a
nail in it, hunk of rebar, conduit).
Remember that using such a
weapon confers a -1 penalty for
being an improvised weapon

64 Vampire: the Requiem Jump Start


Encounter Scenarios
Below are a series of encounters you can drop of the vampires will probably survive—it’s something
into the game at nearly any point. These are story- of a clumsy plan, which is intentional.
based scenarios of conflict meant to illustrate a city So, who’s behind that plan? It’s up to you. It could be
sliding into chaos and further meant to serve as a band of neonates who thought, “Hey, if we can scrape
dangerous roadblocks preventing easy access to the clean the upper echelons of vampire society, then we
box of secrets. You will find ten possible scenarios— might actually have a shot at this Requiem thing.” It could
the first five are a little milder, and fairly well “in- be a compact or conspiracy of vampire hunters who seize
theme” with what you normally get out of Vampire: on the opportunity of a politically destabilized Danse
The Requiem. The latter five, however, are more Macabre and think they have the perfect solution. It
“gonzo”—they contain scenarios that are, succinctly might even be a single ancilla or elder (even the Keeper
put, way more fucked up. of Elysium himself) who figures it’s high time to eliminate
It would not be unusual to use at least five of these some competitors from the blood pool.
(one for each night of Into the Void). The more
“gonzo” selections, should you choose to use them,
are perhaps better reserved for the latter two nights. Fire It Up! Fire It Up!
On the streets, it’s madness. The human herd
can smell the ash and char on the wind and acts up
Dead Man’s Party accordingly, clogging the streets with looters and
The characters receive an invite to a party. It’s a rioters. At first it’s just gang members, but after that?
celebration for the revolution, a party honoring a Anybody and everybody joins in the fray.
“free city” where the so-called tyranny of the Prince The characters may come upon a scene of such
is gone. Ding dong, the dickhead is dead. chaos. They may find a truck that’s been overturned,
The party takes place in Elysium—a nightclub, a and the driver has been dragged out and is being
bar, maybe a museum. beaten and threatened by rioters. A mob has grown
Thing is, nobody can tell who’s throwing the party. up—most have makeshift weapons (signposts, kitchen
Everybody’s invitation says a different name, a name knives, hunks of brick), but a few have real weapons
that will help ensure that the recipient will attend. (machetes, shotguns, a Tec-9). Something is probably
The result is a well-populated party full of nocturnal on fire.
monsters. It’s a powerful social occasion filled The characters have to make it through the
not with physical violence but rather the personal insanity. They find that backtracking just won’t do:
and emotional violence so common to the Danse the mob has enclosed them unwittingly.
Macabre. It’s a good time to get the characters some Do the characters decide to help the innocent?
face-time with the other vampires to test the waters, Maybe not—after all, vampires aren’t superheroes. But
see who knows what. maybe they smell the opportunity to save a man and,
But the mystery remains: who sent the invitations? as a result, own him body and soul. Or maybe they
Whoever sent them has a plan: now that many of the just don’t give a rat’s ass and decide to push through.
city’s vampires are in one place, it’s time to burn every Pushing through seems easy, but isn’t. The mob
last one of them. The doors are barred, and someone turns on them. They can smell something is different:
starts throwing Molotov cocktails. Given that fire and it’s like a herd of wildebeest realizing that a crocodile
vampires don’t mix, the event swiftly descends into a walks among them. They can sense the predatory
chaos of potentially-frenzying monsters. Granted, most nature of the characters.

Encounter Scenarios 65
And so the characters become the target. How do they “meeting,” which is really a social ambush by either
deal with it? How can they move forward? Acting out one powerful vampire or by a whole covenant’s worth
with Kindred powers is a breach of the Masquerade—but of vampires standing together (for now). Or they
the city’s in flames, so who really cares? might be abducted or even attacked.
The end result is that they’re stuck in a room—a
board room, the back room at a strip-club or the
Hanging Posse belly of a yacht floating out in the harbor—where
The characters come across—or are invited to—a someone is trying to sway or even force their hand to
scene of retribution. A sympathizer to the Prince has offer support. The only way out of that room might
been captured a band of vampires (neonates lead by be to lie—or kill.
an elder, perhaps, or a pack of Cronies stirred up by
Daciana). They’ve got him strung up and hanged.
It won’t kill him, of course, but with hands behind SWAT Got You Surrounded, Son
his back and legs bound, it’s hard to make any kind Maybe it’s just bad luck—wrong place, wrong time.
of a physical effort and break free. They’re planning Or maybe someone set them up. Either way, the
a long night of torture—maybe they’re doing it just result is the same: the characters are the target of an
for shits and giggles, or maybe they think they can incoming SWAT team.
get something out of the victim. Maybe they want This scenario is best when indoors or in a cramped
to know about the box of secrets. Or perhaps they vehicle. Consider that, as the characters follow the
think they can find their way to accessing the Prince’s trail of the box of secrets, they’re going to end up in
assets. places that are claustrophobic and walled-off, with
Do the characters participate? Do they intervene? fewer exits then they’d prefer. This is an excellent
Perhaps they simply walk away. But is there something place to set up a SWAT siege. And that’s exactly
to be gained or lost in this encounter? What if the what it is: SWAT thinks they have some high-profile
vampire that gets strung up is Amelie or Harmon agitators—even domestic terrorists—on their hands.
Kale? What if the one character who’s about to get They’re not fucking around. They’ll bring the smoke
tortured and torched is the one character who can bombs, the “door knockers,” the riot shotguns that
lead the characters to the box of secrets? can blow off limbs. They might even have an armored
vehicle.
Now, to be clear, the characters are likely strong
Pick a Side, Any Side enough to put a deep hurt on the SWAT officers. But
With the Prince destroyed, the city ends up like that doesn’t mean this isn’t a bad situation: a normal
a box of puzzle pieces thrown up into the air—any human could easily crush a scorpion underfoot, but
picture of order is gone, and so too is any semblance that doesn’t mean a well-placed stinger won’t deliver
of a protected hierarchy. Now, it’s every vampire for an unholy dose of venom.
himself, which means a whole lot of blood-hungry This isn’t meant to be a serious threat, but it is
monsters jockeying for position. meant to act as a roadblock. The SWAT siege can
It’s this “jockeying for position” that draws the delay characters, which is all the more troubling if
characters in. Vampires need to test loyalty, and they their situation is time sensitive. Plus, dispatching
need to earn supporters for any presumptive bid for a whole team of SWAT doesn’t magically end the
Praxis. Every vampire is going to attempt to secure problem. It could mean that they’re bringing hell
support in a different way. A monster like Daciana down on their heads. The police will send a stronger
will attempt to show her power and create worship. response next time. Or the FBI will get involved. Or,
Someone like the Cardinal will use shame, guilt, and if this happens later in the adventure, the military
the threat of God-chosen violence. One vampire will will come calling. Do the characters really want that
use honey, another will use vinegar. kind of attention?
The characters will get dragged into this—if you’d
like, more than once. They may first be invited to a

66 Vampire: the Requiem Jump Start


Freaks, and the warren labyrinth itself covers at
An Army of Inquisitors least 50 square miles in multiple directions (up and
They arrive on the third night: an army of Lancea down included).
Sanctum Inquisitors, put together from surrounding In their search, the characters may fall prey to a
cities (those within, say, 200 miles). They are here trap put forth by the Nosferatu Priscus, Grolsch. How
not on behalf of the Cardinal, not on behalf of the the trap is sprung is up to you—it’s possible that he
Prince’s lineage, but as the standard bearer of the knows what they’re seeking and sends them on a wild
Lancea Sanctum itself. goose chase into the sewers, or maybe he sets p some
The idea is this: yes, generally the Danse Macabre is rigged portion of a building’s subbasement to send
an expressly local affair. What happens in Las Vegas the characters tumbling into an old cistern. The only
stays in Las Vegas. Same with Denver, Philadelphia, way out is down, through the channels and tunnels.
London, and Johannesburg. Each city serves as its What follows is a bizarre morality play lasting
own fiefdom. In reality, those cities are lined up like an entire night, where the characters must stumble
dominoes. If one city falls to chaos, the others may, through the maze and brave traps and physical dangers
too—and the Masquerade is not a local affair. If the put forth by Grolsch and the other Nosferatu.
truth of the Kindred’s existence is revealed, in this
The question is, why? Grolsch is an intensely
hyperconnected age it is revealed globally—and almost
political Kindred. Why resort to such brutal Freak
instantly. And that’s not just bad for the vampires in
tactics? It’s possible that he’s doing this under another
that city. It’s bad for vampires everywhere.
false identity — maybe he speaks to the characters
The Sanctified Inquisitors on the city’s doorstep only through a rusty old intercom system the Freaks
arrive under the auspices of “restoring order in this installed.
dark time”—which is perhaps true as a side benefit,
His goal may be to punish the characters. If he
but they have other goals. The Inquisitors are here
discovers they destroyed the Prince, he may be
for a twofold purpose: one, to enforce the standards
tormenting them to invoke some semblance of order
of the Lancea Sanctum and to convert vampires who
or accountability. It’s also possible he’s trying to suss
are found weakened and confused in the chaos; and
out why they did what they did, and what it is they’re
two, to evaluate the Cardinal as a proper replacement
looking for.
for Prince. If they find him wanting (and they will
if his secret is exposed), they will choose a different
horse to back.
The characters will have to negotiate the Inquisitor
Masquerade, Shattered
presence. Inquisitors may oppose them at every turn The city has eyes, you know: Closed circuit TV
just by remaining present and obstructive. Further, cameras. Traffic light cameras. Helicopters filming.
the Inquisitors will doggedly seek out the box of All of it is amped up as the chaos ramps: the vampires
secrets should they catch even a whiff of its existence. come out to drink and laugh and fuck and kill, and
the city sees.
Everything is connected. Savvy users—humans—
Dragged Into The Dark can tap into traffic feeds, listen to cop radios and
baby monitors and even use their own equipment
Interested in turning this adventure into
to capture the goings-on of the city. With only the
something retributive and, perhaps, even redemptive?
push of a button and a few clicks on the keyboard, a
Want equal parts “The Labyrinth at Minos” and the
person could upload feeds and videos and audio clips
torture-porn of “Saw?”
not just to a friend but to the entire world—torrents
Below the city sits a massive Nosferatu warren: and Reddit and email and blogs and Twitter and…
a tangle of passages that borrow from sewer lines, well, the list goes on and on. That means vampires
defunct subway tunnels, aquifers, wells and sandhog have to be extra careful, because one slip-up and a
passageways. Connecting them all are the many caves Masquerade breach ends up on Facebook.
and passages hand-carved by the Freaks themselves
The problem is, the vampires of this city are doing
over the course of the last 100 years. The warren is,
everything but being careful. Kindred are woefully
frankly, way bigger than the Nosferatu population
anachronistic, and while some may be vaguely tech-
deserves: the city maybe has a dozen prominent

Encounter Scenarios 67
savvy, most have never heard of “social media.” So, keep a single narrative this time), but they can see
over the course of the five nights, it’s more than likely what’s right in front of their eyes, and what’s there
that a Masquerade breach will be caught on camera is violence and anarchy.
and thrown up on the Internet. Most humans know this to be a good time to
Except that what’s captured isn’t just a breach— hunker down and stay safe. Others, though, are
we’re not talking about a muddy, uncertain video malefactors who seek to exploit the pandemonium
of “something weird going on.” It’s a full-bore for their own needs—so you get looters and rioters
shattering: a foot through the Masquerade’s mirror. and gang members murdering one another.
A high-definition (video and audio) camera captures Some malefactors are not content with small acts,
it crisply: a pack of vampires hunting in the middle however, so we come back to the subject of terrorism.
of a street or a nightclub or shopping mall. They With the police occupied (and the military not yet on
can do things that nobody else can do: leap great the scene), it’s a good time for a domestic terror group
heights, turn to wolves, grow claws. It’s all there, on to put in motion a hasty plan to create big damage
a three-minute video. city-wide. What does this mean? An assassination
Sure, the vampires should’ve caught it before it ever is big, but not big enough. Think bombs. Bombs
went to air. But they’re too preoccupied—remember, city-wide? Bombs on city buses and trains? Anything
the city is going apeshit right now. Nobody’s paying that would snarl transportation is going to be bad
the right kinds of attention. for the city and bad for its vampire population, too.
Sure, maybe the characters could debunk it, but Further, that means the military comes rolling in
the authorities have tried. By the time it makes it on early, it means the news media fall all over themselves
the news, they already have a video expert and an to capture it, and it means that the city is on high
audio guru and they can’t find any manipulation or alert. All bad news for the Kindred.
any signs of special effects. And if you want to tweak it just that much more,
For bonus points: what if it’s the characters who are assume that the bombs set off one or both of the
the ones caught on tape? Or what if it’s their enemies? following:
Can they exploit this? Can they undo it? First, they cause a small earthquake. It’s just
What happens when the city plays sudden host enough to crack the street and bring down a few old
to vampire hunters, drawn to the evidence, ready buildings, but it’s just enough to deepen the city’s
to recruit, ready to hunt and kill, ready to turn the isolation and insanity. (If you’re so inclined, jack the
tables on the nocturnal predators? earthquake up to a full-bore mega-disaster, and next
thing you know you have an event similar to Batman’s
No Man’s Land where disaster strikes and the super-
The Terrorism Tango villains take over the city in territorial pockets.)
Second, the event exposes—and awakens—a
You know what this story needs? More terrorism.
millennia-old vampire, a vampire unlike anything any
When the city plunges into chaos, the humans of the Kindred in town have ever seen before. With
feel it. Hell, they don’t just feel it, they witness it such a “true” elder suddenly on scene, the power
on their sidewalks and street corners. They may dynamic is sure to shift.
not know what is going on (after all, the news can’t

68 Vampire: the Requiem Jump Start


Aftermath
As noted earlier, this adventure can either set up worth considering that Kale could become
a major chronicle or be the end of one: it represents a good Prince with proper advisors—are the
a significant sea change in the city’s nocturnal characters those advisors?
hierarchy.
• If the characters do not manage to procure the
No matter how it shakes out, things are going to box of secrets, then someone else will. And
look a lot different. Here are some options: that “someone” will become the Prince. For
• If the characters get hold of the box of instance, the Cardinal seeks the role of Prince
secrets, they can be kings or king-makers. above all else, and will create something of
Do they all survive? Do they set up one of a “vampiric theocracy” which will foment
their own as Prince with the rest filling in a cold war between the Sanctum and the
as Primogen? Consider the possibility that Circle. Daciana doesn’t really want the Prince
they set up a political structure that doesn’t role, but will find someone in her covenant
involve a Prince at all. A Carthian approach deserving of the role. (By “deserving,” we
might set up presiding Parliament or even of course mean “able to serve as Daciana’s
a vote-by-vote democracy. (Earning votes blood puppet”—consider Quinn as a curious
can create an intensely more political story. option). Some characters are more capable
Democracy sounds cuddly—but take a look at than others. Siobhan or Atticus would
the bloodthirsty politics of the United States, make good, somewhat moderate Princes.
then frame it as the political model of actual Robicheaux would be a strip of taffy pulled
bloodthirsty monsters, and you have a recipe for this way and that. Owen probably wants the
brutally fantastic political storytelling.) role but ultimately wouldn’t be able to handle
the pressure.
• Beyond the characters, the most obvious
choice for Prince is Sheriff Harmon Kale. Kale • What happens if the characters destroy the
as Prince, however, creates a more tyrannical box and with it, all of those secrets? The city
vibe than Tiberias ever put forth. Tiberias will continue on in chaos for a couple more
was ultimately a fairly lax leader; Kale is nights until enough vampires get put out of
authoritarian. He demands obeisance and their misery to balance the scales toward one
obeys the Traditions and the Masquerade side or another. Eventually someone will find
above all else. This means, ultimately, he’s their way to the Prince’s seat and saner minds
not long for this world—someone will seek will win out—but it takes a number of fiery,
to usurp him and take from him the box uncertain nights to get to that point. In the
of secrets. Besides, the chaos that erupts grand scheme of vampiric politics, this is just a
from Tiberias’s death cannot so easily be drop in the bucket. But it’s a major flashpoint
contained: once the snakes are out of the bag, just the same: over the course of 5-10 nights,
it’s hard to get them back inside. However, it’s the landscape of the Danse Macabre changes.

Aftermath 69
You’ve been charmed by a vampire’s supernatural force of Your character must assert dominance and superiority.
personality. You don’t want to believe that anything he says is Either she gives it her all, or she falters. Any time she’s in direct
a lie, and you can’t read his true intentions. The vampire adds competition with another character, she suffers a −2 die penalty

COMPETITIVE
his Majesty dots to Manipulation rolls against you. Any Wits + on any rolls where she doesn’t spend Willpower. This includes
Empathy or Subterfuge rolls you make to detect his lies or uncover contested and extended rolls. As well, any rolls to tempt or
CHARMED
his true motives suffer a penalty equal to his Majesty dots. Using coerce her into competition achieve exceptional success on three
(PERSISTENT)

supernatural means to detect his lies become a Clash of Wills. successes instead of five.
You want to do things for the vampire, to make him This Condition fades naturally after a number of nights
happy. If he asks, you’ll do favors for him like he was one of equal to the Blood Potency of the vampire who caused it.
your best friends.
After resolving Competitive, your character cannot be
Possible Sources: The Majesty Discipline. subject to this Condition again for a full month.
Resolution: The vampire attempts to seriously harm you Possible Sources: A challenging predatory aura conflict,
or someone close to you, you make a significant financial or facing a breaking point.
physical sacrifice for him.
Resolution: Win or lose a competition where someone
Beat: You divulge a secret or perform a favor for the reaches a breaking point.
vampire.
Beat: n/a

A vampire has given your character a specific command Something’s scared you to the point where you lose
that she cannot go against. You don’t have a choice whether rational thought. You need to leave right now. Your only
or not to follow the command — your will is no longer your priority is getting the fuck away from the thing that’s
frightened you — the hell with your stuff, your friends, and

FRIGHTENED
DOMINATED

own. If your task has a natural end, such as “Follow that man
your allies. If someone tries to stop you from escaping, you’ll
until he enters an apartment then call me with the address,”
fight your way past them. You can’t approach the source of
you resolve the Condition once you complete it; otherwise your fear or act against it — and if the only way out involves
it ends at sunrise. Once you resolve this Condition, you can’t going near the source of your fear, you’ll collapse on the
quite remember what happened while you were under the ground in terror. Supernatural creatures prone to loss of
vampire’s spell. control, including vampires, must roll to avoid frenzy. This
Condition lasts until the end of the scene; suppressing its
Possible Sources: The Dominate Discipline. effects for a turn costs a point of Willpower.
Resolution: Take more bashing or lethal damage than your Possible Sources: The Nightmare Discipline, coming face
Stamina. Experience a breaking point when following the to face with a phobia.
command, and succeed at the related Resolve + Composure
Resolution: The character escapes from the source of
roll. Follow the vampire’s command. his fear.
Beat: n/a Beat: n/a

Your character is deeply inspired. When your character Your character’s will is subordinate to that of a vampire.
takes an action pertaining to that inspiration, you may You’re not obviously hypnotized — you’re a bit quiet and
resolve this Condition. An exceptional success on that roll reserved compared to normal, but nothing out of the ordinary.
MESMERIZED

requires only three successes instead of five and you gain a When the vampire who inflicted this Condition gives you a
command, you cannot resist. If it’s something that you wouldn’t
point of Willpower.
INSPIRED

normally do, you might look like you’ve been hypnotized or that
Possible Sources: Exceptional success with Crafts or you’re sleepwalking, but otherwise you look and act normally. If
Expression, the Inspiring Merit, the Auspex Discipline. you resolve this Condition, gain a +3 die bonus to resist further
attempts to Mesmerize you in the same scene; you also can’t
Resolution: You spend inspiration to spur yourself to quite remember what happened while you were under the
greater success, resolving the Condition as described above. vampire’s spell. This Condition fades naturally after a scene,
which does not count as resolving the Condition.
Beat: n/a
Possible Sources: The Dominate Discipline.

Resolution: Take any amount of bashing or lethal damage.


Experience a breaking point as part of a vampire’s command.

Beat: n/a

Your character wants, for the sake of wanting. Any


Composure or Resolve rolls to resist temptation suffer a −2
die penalty. As well, the character that brought forth this
Condition achieves exceptional success on three successes
instead of five when making any rolls to tempt your character.
This could apply to Majesty rolls as well as mundane social rolls.
WANTON

This Condition fades naturally after a number of nights


equal to the Blood Potency of the vampire who caused it. In
the case of the predatory aura, this is the vampire who won
the conflict. In the case of testing for detachment, this is the
vampire’s own Blood Potency.
After resolving Wanton, your character cannot be subject
to this Condition again for a full month.
Possible Sources: A seductive predatory aura conflict,
facing a breaking point.
Resolution: Indulge in something that constitutes a
breaking point.
Beat: n/a
CONDITION CARDS CONDITION CARDS CONDITION CARDS CONDITION CARDS
CONDITION CARDS CONDITION CARDS CONDITION CARDS
Vampires gather under many banners. But five have endured the tumult of Western history better
than any other. The Carthian Movement. The Circle of the Crone. The Invictus. The Lancea et
Sanctum. The Ordo Dracul. Each has its fierce devotees, its jealous rivals, and its relentless enemies.
Now,for the first time, the covenants speak for themselves.
This book includes:
• A variety of stories from each of the covenants, all told in their own words.
• Never-before revealed secrets, like the fate of the Prince of New Orleans.
• New blood sorcery, oaths, and other hidden powers of the covenants.

COMING SOON!
COMING SOON!
D ogs have inherited the world, building the kingdom of
turies after the
Pugmire untold cen-
Ages of Man are over. These dogs have been uplifted to use
tools and language, and they seek to rediscover the ruins of the Old Ones. Some
have learned to use the leftover technology of humanity, but they believe it to be
magic handed to them by their lost gods. Others seek to create an ideal civiliza-
tion, using a Code of Man compiled from ancient, fragmentary lore left behind
by humanity. Pugmire juxtaposes the tropes of high fantasy with our relationship
with domestic dogs. You play pioneers that explore lost ruins in search of relics,
knowledge, and danger. The world is dangerous and mysterious, but good dogs
will persevere.

Some highlights of Pugmire include:


• An evocative, mysterious, and family-friendly setting, presented from the per-
spective of iconic characters like Princess Yosha Pug.
• A traditional fantasy rules system redesigned for streamlined play and easy cre-
ation of heroic dogs, with an emphasis on cooperation and action over competi-
tion and violence.
• A variety of callings and breeds that give focus to a
dog’s role in society and in the adventuring party.
• Rival races to interact with, like cats and badgers, along
with terrifying and dangerous monsters that roam the
landscape.
Welcome to
THE CHRONICLES OF DARKNESS.
A world like our own,
but glitzier, sexier,
and much, much
BLOODIER.
You are one of the Kindred,
the immortal predators that stalk the world
between the streetlights.
You are also a vampire, a junkie.
Every night, you beg and you borrow
and you steal just a little more life,
just a few more sweet moments.

But there's a guy at the top. The Prince.


HE'S GOT EVERYTHING.
The money, the secrets, the blood.
Tonight, you're going to take it from him.

Reap the Whirlwind includes:


TOMORROW, THERE WILL
BE HELL TO PAY!
• Rules for creating and playing
vampires in the Chronicles of
Darkness®
• The first two levels of every clan Dis-
cipline, the dark powers of the dead
• A complete adventure by noted
horror author Chuck Wendig
• This book previews rules from
The Chronicles of Darkness
Rulebook and Vampire:
the Requiem Second Edition,
available now from Onyx Path
Publishing.

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